Butcher O.C.C.
Posted: Wed May 04, 2005 1:26 am
Butcher O.C.C.
The Great Houses have been engaging in Blood Feuds since the day they first formed. Most of these fights are relatively civil with little collateral damage and surprisingly few casualties. They are usually battles for territory and resources, rather than raids to kill and destroy. Sometimes killing is necessary, but most Great Houses try to avoid it. When all is said and done, the Resistance needs every man, woman, and Bio-Tech device they can spare against the Machine, and depleting such valuable resources ultimately weakens them all.
However, some Warlords are so consumed with their own greed and lust for power that they ignore this simple fact. Of course, they still must tread lightly. Openly slaughtering warriors from another Great House would incite dozens of Resistance cells to unite against them, and it could even lead to revolt within their own House. Most humans are thoroughly dedicated to battling the Machine, and murdering Splicers (or civilians for that matter) over a petty feud is considered by most to be inexcusable. Warlords that want to assassinate their rivals must do so in secret or risk alienating the entire Resistance and undermining their own empire.
Great Houses that are willing to walk this dark path have created a special division of infiltrators and assassins known as Butchers. These merciless killers hunt down and slaughter any man, woman, or child at the command of their Warlord without question or hesitation. They usually make these deaths look like accidents or casualties at the hands of the Machine, but when their Warlord wants to make a statement, he lets his personal assassins show why they are called Butchers. It is said these warriors can take out any human, no matter how powerful or how well protected he may be. This does not mean they are stronger or more powerful than any other Splicer; they are just far more cunning and devious warriors. Butchers do not care how they take down their prey. All that matters is the kill. For Butchers, the end truly justifies the means, and whether they have to eviscerate a thousand people to reach their target or they can kill their prey without firing a shot, it is all the same to them. If they can avoid a fight by poisoning their target’s drink, slipping a bomb under his bed, or compromising their position to the Machine, they will gladly take this easy win. That does not mean they are afraid to mix it up with their prey; they just believe in killing as efficiently as possible. Anyone that has faced a Butcher in combat knows that they are skilled combatants. They even give the fabled Scarecrows a run for their money. Of course, that is because they usually weaken their prey with various types of virulent toxins to ensure victory.
Butchers have the power and skill to take down the toughest opponents, but they have to get near them first. Targets worthy of extermination at the hands of one of these master assassins are not the easiest people to get close to. High profile targets usually have dozens of bodyguards plus multiple layers of security that must be penetrated before the Butcher even gets a chance to strike. Butchers are not only skilled killers and gifted combatants, but they are also masters of disguise that even put the fabled Deliverymen to shame. Like Deliverymen, they wield a Bio-Tech mask, known as the Second Skin, that lets them copy the facial features of any human, but Butchers also wear special Host Armor that allows them to flawlessly mimic another suit of Host Armor within minutes. Their Bio-Tech gear can create the ultimate disguise, but it is their training that makes the illusion complete. Butchers can alter their voice, mannerisms, and body language to impersonate another person with impressive accuracy. They also study all the warrior classes of the Resistance to allow them to mimic the skills and training of any profession. They may not be as skilled as the genuine article, but they can be very convincing. Any warrior could secretly be a Butcher in disguise. They are such proficient imitators that they can even fool the closest friends and allies of someone they are copying (at least for a while).
Honor, compassion, and morality mean nothing to these foul killers. All that matters is completing their mission. They will betray anyone and commit all manner of horrific acts to accomplish their goal. If Butchers do have any sort of code, it basically boils down to two main rules: never betray your Warlord, and never leave any evidence that can be traced back to him. Butchers create dozens of false identities and routinely plant bogus clues to protect the anonymity of their employer. Most of these clues lead back to rival Great Houses or Waste Crawler gangs. Many of these murderers were actually Vultures before they were recruited to become Butchers, so it is not that difficult for them to direct any investigations back to their old gang.
Some Resistance cells only have a few of these warriors while other Great Houses possess entire battalions. Whether it is one Butcher or one thousand, they all report directly to the Warlord and no one else. In fact, there are few people outside of the Warlord’s most trusted advisors (and of course, the Librarian and Engineer that create their gear) that even know they exist. Unleashing these maniacs upon the world is a risky endeavor, and Warlords crazy enough to use them want to leave as little evidence of their dark little secret as possible. While they are on a mission, Butchers are incredibly focused and disciplined, but even the most ambitious Warlord does not have enough enemies to keep these killers busy. This is why maintaining a force of Butchers is so dangerous. These psychopaths live to hunt and kill, so when they have no target to focus their attention on, they tend to find ways to “entertain” themselves. They spend most of their free time training, but unfortunately, they think the best form of exercise is hunting down real human prey. Most of these random targets are selected from other Great Houses, but every now and then, they spot a worthy adversary within their own House.
Warlords recognize the inherent danger in letting their force of Butchers get too bored, so they try to keep them busy. Since these vicious assassins are not as adept at fighting the Machine (mainly because they find it boring), most of these extracurricular missions involve thinning out troublesome Waste Crawler gangs. Warlords will sometimes use their personal force of infiltrators to monitor their Librarians, but this can be a dangerous proposition. Butchers have the skills to be excellent spies, but they do not have the patience. These missions may begin as simple surveillance missions to see what the Scarecrows are up to, but Butchers just cannot resist the urge to test their skills against these fearsome warriors. These missions may end in bloodshed more often then the Warlords would like, but Butchers still make an excellent power check that helps keep the Librarians in line.
More and more Great Houses have begun employing Butcher assassins, although not necessarily in the manner they were first intended. Not every Warlord is a power hungry madman, but all of them have dozens of unseen enemies conspiring against them. They mainly rely on Deliverymen to gather intelligence on these threats, but they use the Butchers to silence these growing dangers before they can become a problem. Most of these groups can be dealt with through threats, intimidation, or even sabotage, but particularly stubborn opponents may need to be liquidated. Butchers from these types of Great Houses tend to be more honorable and restrained. They try to keep the bloodshed to a minimum, but sometimes the mission requires it. Of course, most people assume they are also vile psychopathic killers, which actually works to the Butcher’s advantage. It is much easy to intimidate someone if they believe you are a heartless killer. Warlords across the planet are learning that these skilled infiltrators and assassins are an excellent resource to help keep their kingdoms stable, especially from significant internal threats like the perpetually scheming Librarians.
Alignment: Evil only, roughly 40% are Diabolic, but an increasing amount are Aberrant.
Attribute Requirements: I.Q.: 13, M.E.: 14, M.A.: 15, and P.P.: 14 or higher.
Attribute Bonuses: +1D4 to I.Q., +1D4 to M.E., +1D6 to M.A., +2D4 to P.S., +1D6 to P.P., +2 to P.E., and +2D6 to Spd.
O.C.C. Bonuses: +3 on initiative, +1 to strike, parry, and dodge, +2 to disarm, +2 to strike with a body flip/throw, +1 to entangle, +6 to save vs. poison, +5 to save vs. horror factor, and critical strike from behind.
Base S.D.C.: 60, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Programs: Assassination (+25%, but Hand to Hand: Assassin is replaced by Hand to Hand: Commando), Undercover (+25%), Man-Hunter (+20%), and Weapons Training or Saboteur (+15%).
Special Skill: Handle Metal: Poisons and explosives are some of the most useful tools of the assassin trade, but the Nanobot Plague has actually made metal one of the deadliest substances on the planet. It would be foolish for Butchers not to take advantage of this tremendous weapon, but it must be handled with extreme caution. This skill teaches these assassins to safely handle metal without suffering any harm. They are taught that extremely short exposures are less likely to activate the Nanobot Plague than prolonged contact, but most of the training involves learning to handle metallic objects with tongs or other intermediary items. A successful skill roll means the character does not trigger a Plague Response. Base Skill: 30%+5% per level of experience.
Elective Skills: Select seven Elective Skills from the following list at first level, plus one additional at levels 2, 4, 6, 8, 10, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+10%)
Espionage: Any (+20%)
Medical: First Aid only.
Military: Any (+10%)
Physical: Any
Rogue: Any (+20%)
Science: Any
Technical: Any (+5%)
Transportation: Any (+5%)
Wilderness Survival: Any (+20%)
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Butcher Host Armor: The Butcher is one of the few O.C.C.s that gets Host Armor, the Bio-Tech equivalent of living power armor, brimming with weapons and Bio-Enhancements. The Butcher is genetically bonded to one specific Host Armor.
Step One: Standard and unchanged; the basic Host Armor.
Step Two: Determining Metabolism. The Butcher can select any type of metabolism, but most will choose Photosynthetic, Thermosynthetic, or Parasitic to allow them to secretly feed while mimicking the metabolism of another Host Armor. The suit can pretend to consume any type of food, but it will eventually starve if it only eats food that it cannot process. In other words, a Carnivore can pretend to be a Herbivore, but it will not receive any sustenance from eating vegetation and will quickly starve.
Step Three: Available Bio-Energy points for the Butcher. M.E. attribute number, +P.E. attribute number in additional to any bonus Bio-E gained from the Metabolism chosen in Step Two. Most of the Butcher’s Bio-E points are used up in the initial creation of the armor due to the standard complement of enhancements. Each level of advancement, starting with level two, the Butcher gets an additional 5D4 Bio-E to add to the capabilities of his current Host Armor. These Bio-E points can be spent as soon as they are acquired or saved and combined with points from subsequent levels of experience. Butchers tend to select enhancements that do not interfere with the Impersonation Skin Enhancement. Large Bio-Weapons and obvious changes like horns or wings cannot be concealed by the Impersonation Skin. These protrusions would detract from any attempted illusion and would make their infiltration armor nearly useless. Besides, most prefer the subtlety of their powerful Bio-Toxins over the clunky Bio-Weapons available to the masses. Butchers spend so much time in the field; it is difficult to acquire new enhancements from an Engineer at each new level.
Step Four: Biological Enhancements and Weapon Systems. All Butchers start off with the enhancements of Chameleon Skin, Regeneration: Super, and Impersonation Skin. Selections for additional enhancements can be made from any category, but most Butchers make selections from the specialty Bio-Toxins that are only available to their profession, or they choose enhancements that do not make any significant physical alterations to their armor. Low profile weapons like Electrical Weapons, Flame Weapons, and Needle Death Blossom are ideal because they have no obvious barrels or firing ports.
If the Butcher’s Host Armor is destroyed, he will be bonded to a new suit of Host Armor with the basic features of Chameleon Skin, Regeneration: Super, and Impersonation Skin. These warriors are too rare to squander their skill and training. Further augmentation will only occur with each additional level of experience or as a reward for impeccable service.
Enhancements Unique to Butcher’s Host Armor: Most Bio-Tech equipment was designed to be used against the Machine, but Butchers require something a little different to hunt down their prey. Their Host Armor can be equipped with special Bio-Weapons that inject their victims with various types of poisons. Most of these weapons are designed for inconspicuous, stealth attacks, but they are still very effective in combat. The following enhancements are only available to Butchers:
• Viper Fang: Tiny, one-inch long retractable fangs can be implanted anywhere on the Host Armor. The most popular locations are on the fingertips or palms of the hands. These hollow tubes are used to inject prey with various types of virulent poison. Each fang can only produce one type of poison, but a suit of Host Armor can be enhanced with up to ten Viper Fangs. They are strong enough to pierce the mega-damage hides of any supernatural creature or Bio-Tech device, but the fangs themselves inflict relatively little damage. They were designed to deliver their payload as inconspicuously as possible. In fact, they are coated with a topical anesthetic to deaden the pain from the injection. This allows clever Butchers to poison their victims without them even noticing. The fangs are completely undetectable when retracted, and they are so small that they are difficult to spot even when extended. Each Viper Fang inflicts 1 point of M.D. or S.D.C. (depending on the nature of the target) and contains 5 doses of poison. Spent doses automatically regenerate after 12 hours. Bio-E cost for each Viper Fang is determined by what poison is equipped (see Bio-Toxins below).
• Poison Spines: Another one of the Butcher’s favorite weapons. This enhancement allows the Host Armor to fire tiny poisonous spines with impressive accuracy. Much like the Needle Death Blossom Enhancement used by standard suits of Host Armor, these spines grow inside the armor. A powerful muscle contraction then propels the spines through tiny openings in the skin. They are completely silent when fired, so skilled Butchers can actually fire off multiple shots in a crowd without ever drawing any attention to themselves. Each spine sits in its own individual launcher, but multiple launchers are grouped in clusters to prevent the Butcher from having to adjust his aim for subsequent shots. The launchers are usually located in the head, shoulders, or hands, but they can be placed anywhere. Even if someone knows what to look for, these tiny openings are almost impossible to detect. Poison Spines inflict 1D4 points of M.D. or S.D.C. (depending on the nature of the target), are +2 to strike, and have a range of 800 feet. Bio-E cost and payload for the Poison Spine Launcher is determined by what poison is equipped (see Bio-Toxins below). Spent spines automatically regenerate after 24 hours.
• Chemical Sprayer: This enhancement is nearly identical to the one used by regular Host Armor. The only difference is that it can be equipped with a much wider array of poisons. It can form a 12-foot mist around the armor or be shot at one target as a directed blast (30-foot range). Spent blasts are regenerated 24 hours after they are used. Bio-E cost and payload for the Chemical Sprayer is determined by what poisons are equipped (see Bio-Toxins below).
Bio-Toxins: Butchers rely heavily on various types of virulent poisons to accomplish their missions. Some toxins only temporarily immobilize the target while others are far more deadly. Mega-damage tissue and normal S.D.C. flesh are genetically very different, so different compounds are used based on the nature on the target. Some of these chemical compounds will affect one but not the other, and some compounds affect both equally. Any of the following compounds can be delivered using Viper Fangs, Poison Spines, Butcher Blades, or Chemical Sprayers. No matter which method is used, the effects are the same, and targets can even be injected with multiple types of poisons simultaneously (all effects are cumulative). Some Butcher’s like to equip all their armaments with the same chemical, but the majority carry a diverse assortment of toxins. When the assassin selects one of these compounds for his armory, the Butcher’s Host Armor and equipment are modified so that they are immune to the effects of this poison, but all of the Butcher’s equipment is still vulnerable to the other chemicals. In other words, if none of his gear is able to produce the Signal Mixer poison, then all of his equipment is still vulnerable to this compound. The following chemicals can be used in any of the Butcher’s poison delivering weapons and enhancements:
• Crash: This is a more powerful version of the Sleep Chemical used by normal suits of Host Armor. Butchers use this sleeping toxin when they want to disable secondary targets without killing them. It is most effective against unarmored humans but it does affect supernatural creatures and Bio-Tech devices. Anyone exposed to the chemical must make a roll to save vs. non-lethal poison of 16 or higher. Humans that fail their saving throw will begin to feel drowsy and will fall asleep within 1D4 melee rounds. During this time, they are -6 on initiative and -5 to strike, parry, and dodge. Once they do pass out, they will sleep for 1D4 hours unless physically awoken by a loud noise or commotion. Supernatural creatures and Bio-Tech organisms will not fall asleep, but they will feel drowsy and fatigued. They suffer penalties of -1 to strike, parry, and dodge for 3D4 melee rounds. When fired from a Chemical Sprayer, the poison dissipates after 3D4 melee rounds. Bio-E Cost: 10 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Paralyzer: This toxin causes paralysis on contact. However, it only affects unarmored humans and other S.D.C. creatures. The chemical is absorbed through the skin, so gas masks and Face Wraps are ineffective. Anyone within the area of effect of the chemical spray or injected with the poison must make a roll to save vs. non-lethal poison of 16 or higher or else by completely paralyzed for 2D6 melee rounds. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 15 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Tech Paralyzer: This toxin is used to paralyze M.D.C. creatures and Bio-Tech creations. Any mega-damage creature exposed to the chemical must make a roll to save vs. non-lethal poison of 16 or higher or else by completely paralyzed for 2D6 melee rounds. Bio-Tech weapons and devices are also paralyzed by the spray and will not function. Suits of Host Armor can be paralyzed, but the spray does not affect the pilot inside. He can strip off his suit to escape the paralysis although he will likely be trapped in the comatose Host Armor. The chemical has no effect on normal humans and other S.D.C. creatures. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 20 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Signal Mixer: This unusual toxin interferes with the neurological connection formed between any Bio-Tech device and the wielder. Whether the chemical is applied to the organic equipment or the user, the effect is the same. Host Armor and Wing Packs become sluggish and unresponsive (-5 on initiative, -3 to strike, parry, and dodge), Bio-Weapons are unable to fire, and War Mounts do not respond to their riders (attacks per melee and bonuses are no longer combined), plus it negates all bonuses from any sensory enhancements. Any person or device exposed to the chemical must make a roll to save vs. non-lethal poison of 16 or higher. A failed roll means the target is affected for 3D4 melee rounds. Butchers like to use this chemical when they want it to look like their prey fell victim to the Machine. Instead of any obvious damage or impairment, it just looks like the victim screwed up in battle and was overwhelmed by the Machine’s legions of robots. When fired from a Chemical Sprayer, the poison dissipates after 2D4 melee rounds. Bio-E Cost: 15 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Mirage: This powerful psychotropic drug causes the target to suffer from incredibly vivid and realistic hallucinations. Anyone exposed to the chemical must make a save vs. non-lethal poison of 16 or higher. On a failed roll, the victim believes that he is being assaulted by 2D4 attackers. They can appear as robots, monsters, demons, or any other being the victim fears, but whatever form they take, each opponent has 100 M.D.C. for the purpose of combat. The drugged victim will attack these illusions with everything he has, and he will believe they are taking damage as he successfully strikes them. The hallucinations last for 3D4 melee rounds. This is another poison that Butchers use to sabotage Splicers in the field. The drug makes it pretty difficult for the target to remain hidden from Machine patrols when his worst fears come to life right before his eyes and attack. The victim’s crazed blasts will quickly attract attention, and once his position is revealed, the target has difficulty determining which attackers are real and which are illusions. The victim only has a 30 percent chance of firing at a real attacker because the illusions are far more terrifying. The toxin can affect supernatural creatures and humans in Host Armor, but it does not work on War Mounts and other unthinking Bio-Tech devices. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 15 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Rage: Anyone exposed to this poison is immediately filled with a mindless sense of hatred and aggression. Targets must make a save vs. non-lethal poison of 16 or higher. On a failed roll, the victim will lash out and attack the first enemy he sees (which is usually a robot patrol). Butchers use this toxin to force people to make suicidal assaults against the Machine or against their true target. Sometimes the easiest way to make the kill is to force someone else to do it. Even a mild grudge can be inflated into a murderous fury with only one dose. People under the influence of Rage gain one attack per melee round, are +2 to strike and parry, but -2 to dodge. The victim will focus all his attacks against the source of his hatred, but he will switch his assault to any opponent that significantly harms him. The enraged victim will only break off his assault and retreat once all of his S.D.C. and half of his hit points have been depleted, or once the affects of the toxin wear off. The fury lasts for 2D4 melee rounds. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 20 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Agony: This poison is mainly used to torture subjects for information, but it can be very useful in a fight. Anyone exposed to the chemical must make a save vs. non-lethal poison of 16 or higher or else be overwhelmed with mind-numbing pain. Victims of the Agony toxin lose two attacks per melee and are -3 to strike, parry, and dodge for 3D4 melee rounds. The poison works on humans, supernatural creatures, and War Mounts. It also works on Host Armor in a sense. The armor itself does not suffer from the pain inflicted by this toxin, but it does pass the sensation on to the pilot. Inanimate Bio-Tech devices like Bio-Weapons and Living Armor are not affected. When fired from a Chemical Sprayer, the poison dissipates after 2D4 melee rounds. Bio-E Cost: 15 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Oblivion: Every Butcher equips this toxin in at least one of their weapons. It is one of the deadliest poisons on the planet, and one of the most powerful tools in the assassin’s armory. Anyone within the area of effect of the chemical spray or injected with the poison must make a save vs. lethal poison of 14 or higher. On a failed roll, the victim suffers 3D6 points of damage directly to H.P. every melee round for 1D4 melees. If the poor soul is lucky enough to survive, he or she will be extremely weak (reduce P.E., P.S., and Spd. to 1D4) for 1D6 days. Furthermore, the victim only has two attacks per melee and suffers penalties of -5 to strike, parry, and dodge. Immediate intervention by a Saint or the quick use of a Slap Patch will halt the damage, but it will not alleviate the penalties. The only cure for the extreme fatigue is time and rest. On a successful save, the victim is still weakened, but not nearly as bad as it could have been. P.S, P.E., and Spd. are only reduced by 1D6, and the victim suffers penalties of -2 to strike, parry, and dodge for 2D4 minutes. This poison only affects normal humans and other S.D.C. creatures. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 50 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Meltdown: The Librarians designed this powerful organic toxin to counteract their own Bio-Tech creations. This deadly poison overloads the metabolic rate of any Bio-Tech device, causing it to rage out of control and consume itself. Any device exposed to the chemical must make a save vs. lethal poison of 14 or higher. On a failed roll, the cellular structure of the item begins to self-destruct, causing the device to lose 10 percent of its M.D.C. every melee round for 1D4 melees. The toxin also works on supernatural creatures, but to a lesser extent. These types of creatures only lose 2D6 points of M.D.C. every melee round for 1D4 melees. The chemical has no effect on normal humans and other S.D.C. creatures. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 40 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Neutralizer: This toxin can instantly disable one of the greatest strengths of Bio-Technology; its ability to quickly heal itself. Any Bio-Tech device or living creature exposed to the chemical must make a save vs. non-lethal poison of 16 or higher. On a failed roll, the target’s natural regenerative powers are disabled for 1D4 hours. The poison also affects S.D.C. creatures, but most of these beings have such a slow healing rate that this is usually a waste of time. However, it is quite useful against Gene Thieves. This toxin is a favorite among Butchers that routinely stalk Scarecrows. Bio-E Cost: 25 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
Standard Equipment: Military fatigues, dress clothing, survival knife, utility belt, first-aid kit, 1D4 Booster Patches, Slap Patch, Face Wrap, Second Skin, prosthetic make up kit, tinted goggles, hatchet for cutting wood, one light Bio-Weapon of choice and one weapon for each W.P. with appropriate ammunition for heavy combat, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items (also see the special assassin equipment below). In addition, their Warlord makes sure they have access to any equipment they may need in order to complete an assignment. This means they have complete access to Living Armor, Heavy Weapons, Wing Packs, and War Mounts as needed. They even have access to preserved armor and weapons collected from fallen Waste Crawlers for when the Butcher wants to plant evidence that leads back to these gangs.
Money: Has 2D6x100 credits in precious metals, relics or trade items, as well as 4D6x100 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: Your infiltration and disguise skills rival those of the Deliverymen, which helps you get up close and personal with your prey. As impressive as your infiltration skills are, your combat skills are even better. You are one of the most fearsome warriors on the planet. Even the mighty Dreadguard and Scarecrows fear you, and they should. You are a natural killer and you love your job. You have the training and the skill to take down even the toughest opponent, and you are not afraid to do whatever it takes to accomplish your mission. You answer only to the Warlord, and he makes sure you have anything you need to accomplish your mission. Just make sure your deeds never lead back to him. Protect your Warlord, and he will protect you.
The Downside: The only time you ever feel alive is when you are on the hunt. Unfortunately, even the most brutal and ruthless Warlord does not have nearly enough enemies to keep you busy. This leaves a lot of downtime where you must “entertain” yourself. Practice and training helps fill the void, but the world seems empty without the hunt. The life of an assassin is a lonely one. You have the respect and support of your Warlord, but most other Splicers consider you a traitor to humanity (even when the people you kill are the real traitors). The only friends you ever make are the ones you deceive when you are operating deep undercover, which means it is only a matter of time before you have to betray them.
Assassin Gear: Butchers are issued special Bio-Weapons that were specifically designed for assassinating human targets. Each weapon is enhanced with the Signature Weapon Bio-Enhancement, so only the Butcher genetically bonded to the device can operate it. These warriors operate in secret, and it is imperative that their equipment never falls into curious hands. To prevent this, Butcher weapons are also equipped with a self-destruct feature that liquefies any captured item after one hour. If any stranger tries to pick up or use one of the Butcher’s weapons, the item detects the foreign genetic code and activates the self-destruct countdown. Unless the proper owner reclaims the weapon before the hour lapses, the weapon harmlessly dissolves into sludge. Below are some assassin tools only available to Butchers:
• Liquidator Pistol: This tiny pistol is small enough to be concealed in the palm of the Butcher’s hand, but it packs impressive destructive power. It can be used for heavy combat, but it is mainly used when the Butcher must operate outside of his Host Armor. Its small size makes it easy to conceal, and its multiple modes of attack make it a very versatile firearm. The primary weapon is a miniaturized version of the Light Cell Laser Pistol, plus the tip of the barrel is encircled by 6 Poisonous Spines. These are identical to the Bio-Weapons used on Butcher Host Armor. It can fire one spine at a time, or the Butcher can stab the end of the barrel into victims like a bayonet. However, this technique is generally overkill since one dose of Bio-Toxin is usually more than enough to take down even the strongest prey. The Butcher can initially select three different Bio-Toxins for the Poisonous Spines (2 spines per toxin), and additional Bio-Toxins can be added later at the cost of 5 Bio-E points for every one replaced spine. New spines cannot be added (unless equipped with the Ultra upgrade); all the Butcher can do is reassign the poisons that are generated.
Weight: 10 ounces.
M.D.C. of the Pistol: 1D4x10+10 M.D.C.
Mega-Damage: 3D8 M.D. for the laser. The Poisonous Spines inflict 1D4 M.D. or S.D.C. (based on the nature of the target), plus any additional damage from the Bio Toxin.
Maximum Effective Range: 1000 feet for the laser and 800 feet for the spines.
Rate of Fire: Each laser blast or spine shot counts as one attack per melee.
Payload: Effectively unlimited for the laser. 6 Poisonous Spines. Spent spines regenerate every 1D4 hours.
Bonus: +3 to strike.
Trade Value: 10,000 credits, but they are only available to Butchers.
• Viper Fang Dagger: Another Butcher weapon that is small in size, yet deceptively powerful. This tiny blade is the hand-held version of the Viper Fang Bio-Enhancement. It looks like a small, spiked tuning fork made of bone. The entire dagger from the end of the hilt to tip of the blades is only four inches long. Its small size makes it easy to conceal in the palm of the hand or nearly anywhere else on the Butcher’s body. The two points of the forked-blade are actually hollow spikes that are used to inject various types of poison. Like the Bio-Enhancement, the blades are coated with a topical anesthetic to deaden the pain from the injection so that the victim is unaware they have even been poisoned. Each prong produces a different type of toxin. To release one of the toxins, the Butcher plunges both blades into the target, and then telepathically decides which poison is released. Both toxins can be injected at the same time, but this is usually overkill. The Butcher can select what two Bio-Toxins the weapon will be equipped with. They can be changed later, but this costs 5 Bio-E points.
Weight: 2 ounces.
M.D.C. of the Blade: 4D6+15 M.D.C.
Mega-Damage: 2 M.D. or S.D.C. (based on the nature of the target), plus any additional damage from the Bio-Toxin.
Payload: 3 doses of each Bio-Toxin (6 doses total). Spent doses regenerate every 2D4 hours.
Trade Value: 2,000 credits, but they are only available to Butchers.
• Constrictor: This strange organism looks like a long thin snake with a large beetle (complete with six insect legs) mounted on the end of it instead of a head. With a simple mental command, the tail of the Constrictor loops around whatever object the Butcher commands and is clasped by the insect legs on the head. Once the device is “closed,” the snake-like tail quickly constricts. The device can be used as living restraints when placed around the wrists or ankles of a subject, but Butchers usually wrap this device around the neck of victims in order to use it as a garrote wire. It normally does not inflict any damage, but when placed around someone’s neck, the victim will lose consciousness in one melee round and die from asphyxiation if the Constrictor is not removed within 1D4+2 melee rounds. It requires a Splicer P.S. of 40 or a Supernatural P.S. of 32 to break free of the Constrictor. The Butcher that it is genetically bonded to can order the device to release its prey with a simple mental command.
M.D.C. of the Device: 35 M.D.C.
Trade Value: 3,000 credits, but they are only available to Butchers.
• Butcher Blade: Butchers do not just strike covertly from the shadows. Sometimes they want to make a statement. They consider themselves to be some of the best warriors on the planet, and every now and then, they like to prove it to their targets. When they engage in direct combat, Butchers will always break out this enormous organic blade. The Butcher Blade is nearly as terrifying as the Butchers themselves. It is shaped like a giant meat cleaver with a short handle and a thick organic blade made of bone, muscle, and sinew with multiple rows of two-inch long shark teeth lining the edge. Powerful muscle contractions rapidly move these teeth back and forth, which creates the Bio-Tech equivalent of a chainsaw. Unlike a high-tech chainsaw, the Butcher Blade is almost completely silent (at least until it starts tearing its prey apart). This deadly blade shreds its target on contact, leaving a wicked looking two-inch wide wound that is very slow to heal (heals at one quarter the normal rate). What makes this devastating blade even more dangerous is the fact that the Butcher can signal it to secrete a virulent Bio-Toxin on the shark teeth before he strikes (counts as one melee attack). The blade can be equipped with any of the Bio Toxins available to Butchers but most chose to enhance their Butcher Blade with Meltdown or Neutralizer. It can be changed later, but this costs 5 Bio-E points.
Weight: 8 lbs.
M.D.C. of the Blade: 120 M.D.C.
Mega-Damage: 5D10 M.D. plus any additional damage from the Bio-Toxin.
Payload: 5 doses of Bio-Toxin. Spent doses regenerate every 1D4 hours.
Trade Value: 16,000 credits, but they are only available to Butchers.
The Great Houses have been engaging in Blood Feuds since the day they first formed. Most of these fights are relatively civil with little collateral damage and surprisingly few casualties. They are usually battles for territory and resources, rather than raids to kill and destroy. Sometimes killing is necessary, but most Great Houses try to avoid it. When all is said and done, the Resistance needs every man, woman, and Bio-Tech device they can spare against the Machine, and depleting such valuable resources ultimately weakens them all.
However, some Warlords are so consumed with their own greed and lust for power that they ignore this simple fact. Of course, they still must tread lightly. Openly slaughtering warriors from another Great House would incite dozens of Resistance cells to unite against them, and it could even lead to revolt within their own House. Most humans are thoroughly dedicated to battling the Machine, and murdering Splicers (or civilians for that matter) over a petty feud is considered by most to be inexcusable. Warlords that want to assassinate their rivals must do so in secret or risk alienating the entire Resistance and undermining their own empire.
Great Houses that are willing to walk this dark path have created a special division of infiltrators and assassins known as Butchers. These merciless killers hunt down and slaughter any man, woman, or child at the command of their Warlord without question or hesitation. They usually make these deaths look like accidents or casualties at the hands of the Machine, but when their Warlord wants to make a statement, he lets his personal assassins show why they are called Butchers. It is said these warriors can take out any human, no matter how powerful or how well protected he may be. This does not mean they are stronger or more powerful than any other Splicer; they are just far more cunning and devious warriors. Butchers do not care how they take down their prey. All that matters is the kill. For Butchers, the end truly justifies the means, and whether they have to eviscerate a thousand people to reach their target or they can kill their prey without firing a shot, it is all the same to them. If they can avoid a fight by poisoning their target’s drink, slipping a bomb under his bed, or compromising their position to the Machine, they will gladly take this easy win. That does not mean they are afraid to mix it up with their prey; they just believe in killing as efficiently as possible. Anyone that has faced a Butcher in combat knows that they are skilled combatants. They even give the fabled Scarecrows a run for their money. Of course, that is because they usually weaken their prey with various types of virulent toxins to ensure victory.
Butchers have the power and skill to take down the toughest opponents, but they have to get near them first. Targets worthy of extermination at the hands of one of these master assassins are not the easiest people to get close to. High profile targets usually have dozens of bodyguards plus multiple layers of security that must be penetrated before the Butcher even gets a chance to strike. Butchers are not only skilled killers and gifted combatants, but they are also masters of disguise that even put the fabled Deliverymen to shame. Like Deliverymen, they wield a Bio-Tech mask, known as the Second Skin, that lets them copy the facial features of any human, but Butchers also wear special Host Armor that allows them to flawlessly mimic another suit of Host Armor within minutes. Their Bio-Tech gear can create the ultimate disguise, but it is their training that makes the illusion complete. Butchers can alter their voice, mannerisms, and body language to impersonate another person with impressive accuracy. They also study all the warrior classes of the Resistance to allow them to mimic the skills and training of any profession. They may not be as skilled as the genuine article, but they can be very convincing. Any warrior could secretly be a Butcher in disguise. They are such proficient imitators that they can even fool the closest friends and allies of someone they are copying (at least for a while).
Honor, compassion, and morality mean nothing to these foul killers. All that matters is completing their mission. They will betray anyone and commit all manner of horrific acts to accomplish their goal. If Butchers do have any sort of code, it basically boils down to two main rules: never betray your Warlord, and never leave any evidence that can be traced back to him. Butchers create dozens of false identities and routinely plant bogus clues to protect the anonymity of their employer. Most of these clues lead back to rival Great Houses or Waste Crawler gangs. Many of these murderers were actually Vultures before they were recruited to become Butchers, so it is not that difficult for them to direct any investigations back to their old gang.
Some Resistance cells only have a few of these warriors while other Great Houses possess entire battalions. Whether it is one Butcher or one thousand, they all report directly to the Warlord and no one else. In fact, there are few people outside of the Warlord’s most trusted advisors (and of course, the Librarian and Engineer that create their gear) that even know they exist. Unleashing these maniacs upon the world is a risky endeavor, and Warlords crazy enough to use them want to leave as little evidence of their dark little secret as possible. While they are on a mission, Butchers are incredibly focused and disciplined, but even the most ambitious Warlord does not have enough enemies to keep these killers busy. This is why maintaining a force of Butchers is so dangerous. These psychopaths live to hunt and kill, so when they have no target to focus their attention on, they tend to find ways to “entertain” themselves. They spend most of their free time training, but unfortunately, they think the best form of exercise is hunting down real human prey. Most of these random targets are selected from other Great Houses, but every now and then, they spot a worthy adversary within their own House.
Warlords recognize the inherent danger in letting their force of Butchers get too bored, so they try to keep them busy. Since these vicious assassins are not as adept at fighting the Machine (mainly because they find it boring), most of these extracurricular missions involve thinning out troublesome Waste Crawler gangs. Warlords will sometimes use their personal force of infiltrators to monitor their Librarians, but this can be a dangerous proposition. Butchers have the skills to be excellent spies, but they do not have the patience. These missions may begin as simple surveillance missions to see what the Scarecrows are up to, but Butchers just cannot resist the urge to test their skills against these fearsome warriors. These missions may end in bloodshed more often then the Warlords would like, but Butchers still make an excellent power check that helps keep the Librarians in line.
More and more Great Houses have begun employing Butcher assassins, although not necessarily in the manner they were first intended. Not every Warlord is a power hungry madman, but all of them have dozens of unseen enemies conspiring against them. They mainly rely on Deliverymen to gather intelligence on these threats, but they use the Butchers to silence these growing dangers before they can become a problem. Most of these groups can be dealt with through threats, intimidation, or even sabotage, but particularly stubborn opponents may need to be liquidated. Butchers from these types of Great Houses tend to be more honorable and restrained. They try to keep the bloodshed to a minimum, but sometimes the mission requires it. Of course, most people assume they are also vile psychopathic killers, which actually works to the Butcher’s advantage. It is much easy to intimidate someone if they believe you are a heartless killer. Warlords across the planet are learning that these skilled infiltrators and assassins are an excellent resource to help keep their kingdoms stable, especially from significant internal threats like the perpetually scheming Librarians.
Alignment: Evil only, roughly 40% are Diabolic, but an increasing amount are Aberrant.
Attribute Requirements: I.Q.: 13, M.E.: 14, M.A.: 15, and P.P.: 14 or higher.
Attribute Bonuses: +1D4 to I.Q., +1D4 to M.E., +1D6 to M.A., +2D4 to P.S., +1D6 to P.P., +2 to P.E., and +2D6 to Spd.
O.C.C. Bonuses: +3 on initiative, +1 to strike, parry, and dodge, +2 to disarm, +2 to strike with a body flip/throw, +1 to entangle, +6 to save vs. poison, +5 to save vs. horror factor, and critical strike from behind.
Base S.D.C.: 60, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Programs: Assassination (+25%, but Hand to Hand: Assassin is replaced by Hand to Hand: Commando), Undercover (+25%), Man-Hunter (+20%), and Weapons Training or Saboteur (+15%).
Special Skill: Handle Metal: Poisons and explosives are some of the most useful tools of the assassin trade, but the Nanobot Plague has actually made metal one of the deadliest substances on the planet. It would be foolish for Butchers not to take advantage of this tremendous weapon, but it must be handled with extreme caution. This skill teaches these assassins to safely handle metal without suffering any harm. They are taught that extremely short exposures are less likely to activate the Nanobot Plague than prolonged contact, but most of the training involves learning to handle metallic objects with tongs or other intermediary items. A successful skill roll means the character does not trigger a Plague Response. Base Skill: 30%+5% per level of experience.
Elective Skills: Select seven Elective Skills from the following list at first level, plus one additional at levels 2, 4, 6, 8, 10, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+10%)
Espionage: Any (+20%)
Medical: First Aid only.
Military: Any (+10%)
Physical: Any
Rogue: Any (+20%)
Science: Any
Technical: Any (+5%)
Transportation: Any (+5%)
Wilderness Survival: Any (+20%)
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Butcher Host Armor: The Butcher is one of the few O.C.C.s that gets Host Armor, the Bio-Tech equivalent of living power armor, brimming with weapons and Bio-Enhancements. The Butcher is genetically bonded to one specific Host Armor.
Step One: Standard and unchanged; the basic Host Armor.
Step Two: Determining Metabolism. The Butcher can select any type of metabolism, but most will choose Photosynthetic, Thermosynthetic, or Parasitic to allow them to secretly feed while mimicking the metabolism of another Host Armor. The suit can pretend to consume any type of food, but it will eventually starve if it only eats food that it cannot process. In other words, a Carnivore can pretend to be a Herbivore, but it will not receive any sustenance from eating vegetation and will quickly starve.
Step Three: Available Bio-Energy points for the Butcher. M.E. attribute number, +P.E. attribute number in additional to any bonus Bio-E gained from the Metabolism chosen in Step Two. Most of the Butcher’s Bio-E points are used up in the initial creation of the armor due to the standard complement of enhancements. Each level of advancement, starting with level two, the Butcher gets an additional 5D4 Bio-E to add to the capabilities of his current Host Armor. These Bio-E points can be spent as soon as they are acquired or saved and combined with points from subsequent levels of experience. Butchers tend to select enhancements that do not interfere with the Impersonation Skin Enhancement. Large Bio-Weapons and obvious changes like horns or wings cannot be concealed by the Impersonation Skin. These protrusions would detract from any attempted illusion and would make their infiltration armor nearly useless. Besides, most prefer the subtlety of their powerful Bio-Toxins over the clunky Bio-Weapons available to the masses. Butchers spend so much time in the field; it is difficult to acquire new enhancements from an Engineer at each new level.
Step Four: Biological Enhancements and Weapon Systems. All Butchers start off with the enhancements of Chameleon Skin, Regeneration: Super, and Impersonation Skin. Selections for additional enhancements can be made from any category, but most Butchers make selections from the specialty Bio-Toxins that are only available to their profession, or they choose enhancements that do not make any significant physical alterations to their armor. Low profile weapons like Electrical Weapons, Flame Weapons, and Needle Death Blossom are ideal because they have no obvious barrels or firing ports.
If the Butcher’s Host Armor is destroyed, he will be bonded to a new suit of Host Armor with the basic features of Chameleon Skin, Regeneration: Super, and Impersonation Skin. These warriors are too rare to squander their skill and training. Further augmentation will only occur with each additional level of experience or as a reward for impeccable service.
Enhancements Unique to Butcher’s Host Armor: Most Bio-Tech equipment was designed to be used against the Machine, but Butchers require something a little different to hunt down their prey. Their Host Armor can be equipped with special Bio-Weapons that inject their victims with various types of poisons. Most of these weapons are designed for inconspicuous, stealth attacks, but they are still very effective in combat. The following enhancements are only available to Butchers:
• Viper Fang: Tiny, one-inch long retractable fangs can be implanted anywhere on the Host Armor. The most popular locations are on the fingertips or palms of the hands. These hollow tubes are used to inject prey with various types of virulent poison. Each fang can only produce one type of poison, but a suit of Host Armor can be enhanced with up to ten Viper Fangs. They are strong enough to pierce the mega-damage hides of any supernatural creature or Bio-Tech device, but the fangs themselves inflict relatively little damage. They were designed to deliver their payload as inconspicuously as possible. In fact, they are coated with a topical anesthetic to deaden the pain from the injection. This allows clever Butchers to poison their victims without them even noticing. The fangs are completely undetectable when retracted, and they are so small that they are difficult to spot even when extended. Each Viper Fang inflicts 1 point of M.D. or S.D.C. (depending on the nature of the target) and contains 5 doses of poison. Spent doses automatically regenerate after 12 hours. Bio-E cost for each Viper Fang is determined by what poison is equipped (see Bio-Toxins below).
• Poison Spines: Another one of the Butcher’s favorite weapons. This enhancement allows the Host Armor to fire tiny poisonous spines with impressive accuracy. Much like the Needle Death Blossom Enhancement used by standard suits of Host Armor, these spines grow inside the armor. A powerful muscle contraction then propels the spines through tiny openings in the skin. They are completely silent when fired, so skilled Butchers can actually fire off multiple shots in a crowd without ever drawing any attention to themselves. Each spine sits in its own individual launcher, but multiple launchers are grouped in clusters to prevent the Butcher from having to adjust his aim for subsequent shots. The launchers are usually located in the head, shoulders, or hands, but they can be placed anywhere. Even if someone knows what to look for, these tiny openings are almost impossible to detect. Poison Spines inflict 1D4 points of M.D. or S.D.C. (depending on the nature of the target), are +2 to strike, and have a range of 800 feet. Bio-E cost and payload for the Poison Spine Launcher is determined by what poison is equipped (see Bio-Toxins below). Spent spines automatically regenerate after 24 hours.
• Chemical Sprayer: This enhancement is nearly identical to the one used by regular Host Armor. The only difference is that it can be equipped with a much wider array of poisons. It can form a 12-foot mist around the armor or be shot at one target as a directed blast (30-foot range). Spent blasts are regenerated 24 hours after they are used. Bio-E cost and payload for the Chemical Sprayer is determined by what poisons are equipped (see Bio-Toxins below).
Bio-Toxins: Butchers rely heavily on various types of virulent poisons to accomplish their missions. Some toxins only temporarily immobilize the target while others are far more deadly. Mega-damage tissue and normal S.D.C. flesh are genetically very different, so different compounds are used based on the nature on the target. Some of these chemical compounds will affect one but not the other, and some compounds affect both equally. Any of the following compounds can be delivered using Viper Fangs, Poison Spines, Butcher Blades, or Chemical Sprayers. No matter which method is used, the effects are the same, and targets can even be injected with multiple types of poisons simultaneously (all effects are cumulative). Some Butcher’s like to equip all their armaments with the same chemical, but the majority carry a diverse assortment of toxins. When the assassin selects one of these compounds for his armory, the Butcher’s Host Armor and equipment are modified so that they are immune to the effects of this poison, but all of the Butcher’s equipment is still vulnerable to the other chemicals. In other words, if none of his gear is able to produce the Signal Mixer poison, then all of his equipment is still vulnerable to this compound. The following chemicals can be used in any of the Butcher’s poison delivering weapons and enhancements:
• Crash: This is a more powerful version of the Sleep Chemical used by normal suits of Host Armor. Butchers use this sleeping toxin when they want to disable secondary targets without killing them. It is most effective against unarmored humans but it does affect supernatural creatures and Bio-Tech devices. Anyone exposed to the chemical must make a roll to save vs. non-lethal poison of 16 or higher. Humans that fail their saving throw will begin to feel drowsy and will fall asleep within 1D4 melee rounds. During this time, they are -6 on initiative and -5 to strike, parry, and dodge. Once they do pass out, they will sleep for 1D4 hours unless physically awoken by a loud noise or commotion. Supernatural creatures and Bio-Tech organisms will not fall asleep, but they will feel drowsy and fatigued. They suffer penalties of -1 to strike, parry, and dodge for 3D4 melee rounds. When fired from a Chemical Sprayer, the poison dissipates after 3D4 melee rounds. Bio-E Cost: 10 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Paralyzer: This toxin causes paralysis on contact. However, it only affects unarmored humans and other S.D.C. creatures. The chemical is absorbed through the skin, so gas masks and Face Wraps are ineffective. Anyone within the area of effect of the chemical spray or injected with the poison must make a roll to save vs. non-lethal poison of 16 or higher or else by completely paralyzed for 2D6 melee rounds. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 15 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Tech Paralyzer: This toxin is used to paralyze M.D.C. creatures and Bio-Tech creations. Any mega-damage creature exposed to the chemical must make a roll to save vs. non-lethal poison of 16 or higher or else by completely paralyzed for 2D6 melee rounds. Bio-Tech weapons and devices are also paralyzed by the spray and will not function. Suits of Host Armor can be paralyzed, but the spray does not affect the pilot inside. He can strip off his suit to escape the paralysis although he will likely be trapped in the comatose Host Armor. The chemical has no effect on normal humans and other S.D.C. creatures. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 20 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Signal Mixer: This unusual toxin interferes with the neurological connection formed between any Bio-Tech device and the wielder. Whether the chemical is applied to the organic equipment or the user, the effect is the same. Host Armor and Wing Packs become sluggish and unresponsive (-5 on initiative, -3 to strike, parry, and dodge), Bio-Weapons are unable to fire, and War Mounts do not respond to their riders (attacks per melee and bonuses are no longer combined), plus it negates all bonuses from any sensory enhancements. Any person or device exposed to the chemical must make a roll to save vs. non-lethal poison of 16 or higher. A failed roll means the target is affected for 3D4 melee rounds. Butchers like to use this chemical when they want it to look like their prey fell victim to the Machine. Instead of any obvious damage or impairment, it just looks like the victim screwed up in battle and was overwhelmed by the Machine’s legions of robots. When fired from a Chemical Sprayer, the poison dissipates after 2D4 melee rounds. Bio-E Cost: 15 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Mirage: This powerful psychotropic drug causes the target to suffer from incredibly vivid and realistic hallucinations. Anyone exposed to the chemical must make a save vs. non-lethal poison of 16 or higher. On a failed roll, the victim believes that he is being assaulted by 2D4 attackers. They can appear as robots, monsters, demons, or any other being the victim fears, but whatever form they take, each opponent has 100 M.D.C. for the purpose of combat. The drugged victim will attack these illusions with everything he has, and he will believe they are taking damage as he successfully strikes them. The hallucinations last for 3D4 melee rounds. This is another poison that Butchers use to sabotage Splicers in the field. The drug makes it pretty difficult for the target to remain hidden from Machine patrols when his worst fears come to life right before his eyes and attack. The victim’s crazed blasts will quickly attract attention, and once his position is revealed, the target has difficulty determining which attackers are real and which are illusions. The victim only has a 30 percent chance of firing at a real attacker because the illusions are far more terrifying. The toxin can affect supernatural creatures and humans in Host Armor, but it does not work on War Mounts and other unthinking Bio-Tech devices. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 15 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Rage: Anyone exposed to this poison is immediately filled with a mindless sense of hatred and aggression. Targets must make a save vs. non-lethal poison of 16 or higher. On a failed roll, the victim will lash out and attack the first enemy he sees (which is usually a robot patrol). Butchers use this toxin to force people to make suicidal assaults against the Machine or against their true target. Sometimes the easiest way to make the kill is to force someone else to do it. Even a mild grudge can be inflated into a murderous fury with only one dose. People under the influence of Rage gain one attack per melee round, are +2 to strike and parry, but -2 to dodge. The victim will focus all his attacks against the source of his hatred, but he will switch his assault to any opponent that significantly harms him. The enraged victim will only break off his assault and retreat once all of his S.D.C. and half of his hit points have been depleted, or once the affects of the toxin wear off. The fury lasts for 2D4 melee rounds. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 20 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Agony: This poison is mainly used to torture subjects for information, but it can be very useful in a fight. Anyone exposed to the chemical must make a save vs. non-lethal poison of 16 or higher or else be overwhelmed with mind-numbing pain. Victims of the Agony toxin lose two attacks per melee and are -3 to strike, parry, and dodge for 3D4 melee rounds. The poison works on humans, supernatural creatures, and War Mounts. It also works on Host Armor in a sense. The armor itself does not suffer from the pain inflicted by this toxin, but it does pass the sensation on to the pilot. Inanimate Bio-Tech devices like Bio-Weapons and Living Armor are not affected. When fired from a Chemical Sprayer, the poison dissipates after 2D4 melee rounds. Bio-E Cost: 15 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Oblivion: Every Butcher equips this toxin in at least one of their weapons. It is one of the deadliest poisons on the planet, and one of the most powerful tools in the assassin’s armory. Anyone within the area of effect of the chemical spray or injected with the poison must make a save vs. lethal poison of 14 or higher. On a failed roll, the victim suffers 3D6 points of damage directly to H.P. every melee round for 1D4 melees. If the poor soul is lucky enough to survive, he or she will be extremely weak (reduce P.E., P.S., and Spd. to 1D4) for 1D6 days. Furthermore, the victim only has two attacks per melee and suffers penalties of -5 to strike, parry, and dodge. Immediate intervention by a Saint or the quick use of a Slap Patch will halt the damage, but it will not alleviate the penalties. The only cure for the extreme fatigue is time and rest. On a successful save, the victim is still weakened, but not nearly as bad as it could have been. P.S, P.E., and Spd. are only reduced by 1D6, and the victim suffers penalties of -2 to strike, parry, and dodge for 2D4 minutes. This poison only affects normal humans and other S.D.C. creatures. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 50 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Meltdown: The Librarians designed this powerful organic toxin to counteract their own Bio-Tech creations. This deadly poison overloads the metabolic rate of any Bio-Tech device, causing it to rage out of control and consume itself. Any device exposed to the chemical must make a save vs. lethal poison of 14 or higher. On a failed roll, the cellular structure of the item begins to self-destruct, causing the device to lose 10 percent of its M.D.C. every melee round for 1D4 melees. The toxin also works on supernatural creatures, but to a lesser extent. These types of creatures only lose 2D6 points of M.D.C. every melee round for 1D4 melees. The chemical has no effect on normal humans and other S.D.C. creatures. When fired from a Chemical Sprayer, the poison dissipates immediately after it is sprayed. Bio-E Cost: 40 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
• Neutralizer: This toxin can instantly disable one of the greatest strengths of Bio-Technology; its ability to quickly heal itself. Any Bio-Tech device or living creature exposed to the chemical must make a save vs. non-lethal poison of 16 or higher. On a failed roll, the target’s natural regenerative powers are disabled for 1D4 hours. The poison also affects S.D.C. creatures, but most of these beings have such a slow healing rate that this is usually a waste of time. However, it is quite useful against Gene Thieves. This toxin is a favorite among Butchers that routinely stalk Scarecrows. Bio-E Cost: 25 points for one Viper Fang with 5 doses, 4 Poisonous Spines, or for a Chemical Sprayer with 4 blasts.
Standard Equipment: Military fatigues, dress clothing, survival knife, utility belt, first-aid kit, 1D4 Booster Patches, Slap Patch, Face Wrap, Second Skin, prosthetic make up kit, tinted goggles, hatchet for cutting wood, one light Bio-Weapon of choice and one weapon for each W.P. with appropriate ammunition for heavy combat, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items (also see the special assassin equipment below). In addition, their Warlord makes sure they have access to any equipment they may need in order to complete an assignment. This means they have complete access to Living Armor, Heavy Weapons, Wing Packs, and War Mounts as needed. They even have access to preserved armor and weapons collected from fallen Waste Crawlers for when the Butcher wants to plant evidence that leads back to these gangs.
Money: Has 2D6x100 credits in precious metals, relics or trade items, as well as 4D6x100 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: Your infiltration and disguise skills rival those of the Deliverymen, which helps you get up close and personal with your prey. As impressive as your infiltration skills are, your combat skills are even better. You are one of the most fearsome warriors on the planet. Even the mighty Dreadguard and Scarecrows fear you, and they should. You are a natural killer and you love your job. You have the training and the skill to take down even the toughest opponent, and you are not afraid to do whatever it takes to accomplish your mission. You answer only to the Warlord, and he makes sure you have anything you need to accomplish your mission. Just make sure your deeds never lead back to him. Protect your Warlord, and he will protect you.
The Downside: The only time you ever feel alive is when you are on the hunt. Unfortunately, even the most brutal and ruthless Warlord does not have nearly enough enemies to keep you busy. This leaves a lot of downtime where you must “entertain” yourself. Practice and training helps fill the void, but the world seems empty without the hunt. The life of an assassin is a lonely one. You have the respect and support of your Warlord, but most other Splicers consider you a traitor to humanity (even when the people you kill are the real traitors). The only friends you ever make are the ones you deceive when you are operating deep undercover, which means it is only a matter of time before you have to betray them.
Assassin Gear: Butchers are issued special Bio-Weapons that were specifically designed for assassinating human targets. Each weapon is enhanced with the Signature Weapon Bio-Enhancement, so only the Butcher genetically bonded to the device can operate it. These warriors operate in secret, and it is imperative that their equipment never falls into curious hands. To prevent this, Butcher weapons are also equipped with a self-destruct feature that liquefies any captured item after one hour. If any stranger tries to pick up or use one of the Butcher’s weapons, the item detects the foreign genetic code and activates the self-destruct countdown. Unless the proper owner reclaims the weapon before the hour lapses, the weapon harmlessly dissolves into sludge. Below are some assassin tools only available to Butchers:
• Liquidator Pistol: This tiny pistol is small enough to be concealed in the palm of the Butcher’s hand, but it packs impressive destructive power. It can be used for heavy combat, but it is mainly used when the Butcher must operate outside of his Host Armor. Its small size makes it easy to conceal, and its multiple modes of attack make it a very versatile firearm. The primary weapon is a miniaturized version of the Light Cell Laser Pistol, plus the tip of the barrel is encircled by 6 Poisonous Spines. These are identical to the Bio-Weapons used on Butcher Host Armor. It can fire one spine at a time, or the Butcher can stab the end of the barrel into victims like a bayonet. However, this technique is generally overkill since one dose of Bio-Toxin is usually more than enough to take down even the strongest prey. The Butcher can initially select three different Bio-Toxins for the Poisonous Spines (2 spines per toxin), and additional Bio-Toxins can be added later at the cost of 5 Bio-E points for every one replaced spine. New spines cannot be added (unless equipped with the Ultra upgrade); all the Butcher can do is reassign the poisons that are generated.
Weight: 10 ounces.
M.D.C. of the Pistol: 1D4x10+10 M.D.C.
Mega-Damage: 3D8 M.D. for the laser. The Poisonous Spines inflict 1D4 M.D. or S.D.C. (based on the nature of the target), plus any additional damage from the Bio Toxin.
Maximum Effective Range: 1000 feet for the laser and 800 feet for the spines.
Rate of Fire: Each laser blast or spine shot counts as one attack per melee.
Payload: Effectively unlimited for the laser. 6 Poisonous Spines. Spent spines regenerate every 1D4 hours.
Bonus: +3 to strike.
Trade Value: 10,000 credits, but they are only available to Butchers.
• Viper Fang Dagger: Another Butcher weapon that is small in size, yet deceptively powerful. This tiny blade is the hand-held version of the Viper Fang Bio-Enhancement. It looks like a small, spiked tuning fork made of bone. The entire dagger from the end of the hilt to tip of the blades is only four inches long. Its small size makes it easy to conceal in the palm of the hand or nearly anywhere else on the Butcher’s body. The two points of the forked-blade are actually hollow spikes that are used to inject various types of poison. Like the Bio-Enhancement, the blades are coated with a topical anesthetic to deaden the pain from the injection so that the victim is unaware they have even been poisoned. Each prong produces a different type of toxin. To release one of the toxins, the Butcher plunges both blades into the target, and then telepathically decides which poison is released. Both toxins can be injected at the same time, but this is usually overkill. The Butcher can select what two Bio-Toxins the weapon will be equipped with. They can be changed later, but this costs 5 Bio-E points.
Weight: 2 ounces.
M.D.C. of the Blade: 4D6+15 M.D.C.
Mega-Damage: 2 M.D. or S.D.C. (based on the nature of the target), plus any additional damage from the Bio-Toxin.
Payload: 3 doses of each Bio-Toxin (6 doses total). Spent doses regenerate every 2D4 hours.
Trade Value: 2,000 credits, but they are only available to Butchers.
• Constrictor: This strange organism looks like a long thin snake with a large beetle (complete with six insect legs) mounted on the end of it instead of a head. With a simple mental command, the tail of the Constrictor loops around whatever object the Butcher commands and is clasped by the insect legs on the head. Once the device is “closed,” the snake-like tail quickly constricts. The device can be used as living restraints when placed around the wrists or ankles of a subject, but Butchers usually wrap this device around the neck of victims in order to use it as a garrote wire. It normally does not inflict any damage, but when placed around someone’s neck, the victim will lose consciousness in one melee round and die from asphyxiation if the Constrictor is not removed within 1D4+2 melee rounds. It requires a Splicer P.S. of 40 or a Supernatural P.S. of 32 to break free of the Constrictor. The Butcher that it is genetically bonded to can order the device to release its prey with a simple mental command.
M.D.C. of the Device: 35 M.D.C.
Trade Value: 3,000 credits, but they are only available to Butchers.
• Butcher Blade: Butchers do not just strike covertly from the shadows. Sometimes they want to make a statement. They consider themselves to be some of the best warriors on the planet, and every now and then, they like to prove it to their targets. When they engage in direct combat, Butchers will always break out this enormous organic blade. The Butcher Blade is nearly as terrifying as the Butchers themselves. It is shaped like a giant meat cleaver with a short handle and a thick organic blade made of bone, muscle, and sinew with multiple rows of two-inch long shark teeth lining the edge. Powerful muscle contractions rapidly move these teeth back and forth, which creates the Bio-Tech equivalent of a chainsaw. Unlike a high-tech chainsaw, the Butcher Blade is almost completely silent (at least until it starts tearing its prey apart). This deadly blade shreds its target on contact, leaving a wicked looking two-inch wide wound that is very slow to heal (heals at one quarter the normal rate). What makes this devastating blade even more dangerous is the fact that the Butcher can signal it to secrete a virulent Bio-Toxin on the shark teeth before he strikes (counts as one melee attack). The blade can be equipped with any of the Bio Toxins available to Butchers but most chose to enhance their Butcher Blade with Meltdown or Neutralizer. It can be changed later, but this costs 5 Bio-E points.
Weight: 8 lbs.
M.D.C. of the Blade: 120 M.D.C.
Mega-Damage: 5D10 M.D. plus any additional damage from the Bio-Toxin.
Payload: 5 doses of Bio-Toxin. Spent doses regenerate every 1D4 hours.
Trade Value: 16,000 credits, but they are only available to Butchers.