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The Wacko OCC:
Obsessions and Wacky Luck



Series and
Short Stories


CONTENTS

Version 1.1: April 29, 2000

The Wacko is a Palladium character class almost unique to Systems Failure; only RIFTS has a similar OCC in the MOM-assisted Crazy. The roleplaying opportunities for such unhinged characters are boundless.

The rulebook emphasises that the Wacko is driven to destroy or undermine the Bugs. The problem is that the Wacko does not have any real bonuses to make the OCC more attractive amongst the more powerful Bug-busting types like the Exterminator or Peacekeeper - even the Splatterpunk is better than the Wacko. The Wacko only gets one OCC skill program, eight related skills and one secondary skill at commencement. The Wacko's starting equipment is not spectacular. The Wacko doesn't even get a special ability where most other characters have a minimum of one; only two of the personal obsessions, "New Age metaphysicist" and "Gun nut", give any kind of bonus.

"Sure," you might say, "but people take the Wacko because they want to roleplay a complex character." Fine, sure, fair enough. The problem is, how can a player truly roleplay the Wacko's core concept - a person driven by an unhinged desire to see the Bugs thwarted - when the more beefy characters in the group can clean a swarm of Bugs up before the Wacko has a chance to get started? Why should a player choose a Wacko if the character will be outclassed by more powerful starting types? Of course, all of your gaming group may want to play Wackos, but this is comparatively unlikely.

I've decided to help balance the scales a little. The two key attributes of a Wacko are the obsession with exterminating Bugs and their wacky luck item/ritual. Neither of these give any benefit within the game rules, so below are optional rules for giving the Wacko a bit more oomph against the Bugs.

Version 1.1:

After playing my Systems Failure module at the con, I noticed that nearly no one used the Ritual during combat; however, people were frantically trying to get away with performing it before an Intiative roll had even been called for. This brought me to revising the rule. A melee round is too long; in Systems Failure, where starting characters (and Bugs) have four to five attacks per melee, asking a player to sit some out for a single re-roll is a bit too much. I've decreased the length of Ritual time to two melee attacks (which can be taken like a full auto attack; mark them off, and you will still take an action in the next turn).


Obsession: Get the Bugs!

The Wacko is obsessed with "killing and/or undermining the Bugs." To represent this obsession, the Wacko player must choose one quirk from the two options below:

Iron Will

  • The Wacko automatically passes all Horror Factor rolls caused by Bugs.

OR:

Driven Frenzy

  • When the player fails a Horror Factor roll caused by a Bug/Silkworm Zombie or Bugs/Silkworm Zombies, the Wacko goes into a berserk frenzy and must attack either the nearest Bug/Silkworm Zombie or the Bug/Silkworm Zombie that caused the Horror Factor roll (player's choice). During this berserker rage, the character receives a bonus of +3 to strike with all weapons (including bare fists) on top of any other strike bonuses from WP and/or physical prowess, Hand-to-Hand and other skills.
  • The Wacko may not make aimed shots when berserk. If the Wacko is Wild firing an automatic weapon (sub-machinegun, automatic assault rifle, etc.) for which he does not have the correct WP, the Wacko receives no to-hit roll modifier (i.e the +3 strike bonus is replaced with removal of the -6 Wild fire modifier).
  • The Wacko's player may make a save vs. insanity once the Bug or Silkworm Zombie the Wacko is attacking has been killed or subdued. If successful, the Wacko calms down. If not, the berserker rage continues on the next available Bug or Silkworm Zombie. If no further Bugs or Silkworm Zombies are available (or all present have been subdued), the Wacko automatically calms down.

Wacky Luck

The rulebook states "Most (Wackos) are superstitious and will have a lucky [item]. This item... is always worn or carried, especially into dangerous or important situations... In addition or in the alternative, the character may have a little superstitious ritual he engages in."

The Lucky Item

If the Wacko chooses to take a Lucky Item, its presence confers a benefit to the Wacko. Whether the Item is actually blessed or simply knowing the Item is present affects the Wacko's behaviour, the Item allows the Wacko's player re-roll ONE unsuccessful percentile skill roll PER SESSION. The Item must be in the Wacko's possession when the original roll was failed.

In addition, if a non-area-effect attack that hits the Wacko would normally kill the character, the Wacko's player may announce that the attack was absorbed by the Wacko's Item (this may be announced after the attack's damage is determined). All damage done by the attack is absorbed by the Item, automatically wrecking it. If the re-roll has not been used yet in this session, it is lost and the Item cannot provide its re-roll in later sessions. At the Game Master's discretion, the Wacko may find another Item in later sessions (advice to GMs: this should be roleplayed).

The Ritual

If the Wacko chooses to take a Ritual, he or she may perform it ONCE during a combat, and only as the first action during a melee round. It takes two actions to perform and the Wacko may not make any other action (including parrying, dodging or entangling) until his next turn in the action sequence. After the Ritual's completion, the Wacko then may re-roll ONE unsuccessful D20 roll (strike, parry, dodge, roll with punch or fall, etc.) ONCE in that combat (the period during which game time becomes measured in melee rounds and combat takes place). The Wacko cannot make another re-roll in that combat, and can only gain another re-roll in the next combat once the Wacko has taken the time to complete the ritual again.

NOTE: If the Wacko's player has taken the Driven Frenzy Obsession and goes into a frenzy before the Ritual can be performed, the Wacko does not get a chance to perform the Ritual until he or she has calmed down.


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This page © Copyright 2004, Rob Farquhar