CS Mutant Bat

The GED's other experiment with small mammals is with the bat.
The idea was to take a creature that has always frightened humans (although
most are harmless fruit and insect eaters) and turn it into a servant
of humanity. However, mutant bats are not particularly powerful or
scary compared to other creatures that walk Rifts Earth. Ironically,
these giant, intelligent bats have proven to be reliable, trustworthy and
friendly, but not particularly effective as night spies or predators. Enemies
armed with modern optics, sensor systems, and high-powered
weapons find the giant humanoid bat to be a slow moving, albeit silent,
night flyer who is all too visible and vulnerable to technology. Even
their much vaunted echolocation powers alert high-tech foes to their
presence. Consequently, this is another program that has been discontinued.
Approximately 240 mutants are in the service of the Coalition Military.
Most are used for night reconnaissance against the low-tech Simvan
and bandits of the Pecos Badlands, and guard duty at Lone Star
City and the Lone Star Complex. They get along well with Dog Boys
and mutant felines, and hate the treacherous rats. They will be allowed
to live out their lives serving the CS.

CS Mutant Bats

R.C.C. Requirements: None, other than the mutant must be relatively
intelligent, loyal and obedient (70% are males).

Player Character Note: Player characters who are not CS agents (spy,
infiltrator, scout, soldier, etc.) must either be "feral" renegades (runaway
mutants/deserters) or the offspring of runaway mutants. In the
first case, they are considered dangerous traitors in need of termination.
In the latter case, the mutant is considered to be a hopelessly
corrupt and dangerous "feral free-born" and destroyed whenever encountered.
Alignment: Any, but most are scrupulous (30%) and unprincipled
(30%).

Average Attribute Range (Typical Mutant Bat): I.Q. 2D6+4, M.E.
2D6, M.A. 3D6, P.S. 3D6, P.P. 2D6+9, P.E. 3D6, P.B. 2D6, Spd 2D6
on the ground or climbing; 6D6+6 flying.
Hit Points: P.E. attribute number plus 1D6 per level of experience.
S.D.C.: P.E. attribute number plus 3D6 plus those gained from physical
skills.
Average Weight: 100-120 pounds (45 to 72 kg).
Average Height: 5 feet (1.5 m) with a 10-15 foot (3 to 4.6 m) wingspan.
Armor Rating: Not applicable.
General Physical Appearance: No human looks — animal appearance
with only a vague human, bipedal appearance, large bat wings and
bat-like head. 85% have human legs, arms and builds, 15% have animal-
like legs. Feet are semi-articulated and the hands are part of
their massive membrane wings. Bipedal but stand and walk (waddle)
crouched/hunched over; climb with all fours.
Human Speech: Typically partial and guttural. The character still has a
tendency to hiss, growl, and squeal when excited, angry or scared.
Average Life Span: Estimated 20-30 years.
Natural Abilities:
Climb 75%/70%
Prowl 50% +2% per level of experience.
Keen hearing, similar to the Battle Cat, only +10% to pinpoint and
identify sounds and to track/locate by sound.
Identify scents: 46% +2% per level of experience.
Track by scent: 42% +2% per level of experience.
Echolocation (radar/sonar) to visualize surroundings in total darkness.
Weak day vision, about 40 ft (12.2 m) range without sunglasses.
Damage: Bite does 1D6 S.D.C./H.P., claw strike (with feet) does
2D4 S.D.C. damage, punch/wing swat 1D6.
Tiny tail
Double jointed
Ambidextrous
+1 attack melee per round.
+3 on initiative.
+3 to dodge when flying (no dodge bonus when grounded)
+3 to roll with fall or impact.
Plus any skill bonuses.
Magic: None.
Average P.P.E.: 3D6.
Psionics: None

R.C.C. Skills of a Coalition Mutant Bat: Also see natural abilities,
above.
Speaks American at 80% efficiency.
Sing (+15%)
Radio: Basic (+20%)
Surveillance Systems (+10%)
Intelligence (+10%)
Detect Ambush (+10%)
Detect Concealment (+10%)
Land Navigation (+20%)
Wilderness Survival (+10%)
W.P. Knife (Vibro-Blade)
W.P. Energy Rifle
W.P. one of choice.
Hand to Hand: Basic (others not available).
R.C.C. Related Skills: At first level the mutant can select four "other"
skills, plus one skill at levels 3, 6, 9, and 12. Note: Mutants in the
service of the CS are never taught to read.
Communications: Any
Domestic: Any
Electrical: None
Espionage: Any (+5%)
Mechanical: None
Medical: First Aid only.
Military: Any (+5%)
Physical: Any
Pilot: None
Pilot Related: None
Rogue: Any, except computer hacking
Science: None
Technical: Any (+10%), except computer operation & programming.
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The character gets four secondary skills from the list,
excluding those marked "None," at level one and two additional at
levels 2, 4, 8, and 12, These are additional areas of knowledge that
do not get the advantage of the bonuses listed in parentheses. All
secondary skills start at the base skill level.
Standard Equipment for Mutant Bats: Basically the same as Dog
Boys, although full environmental suits are never available to it.
Basic equipment includes DPM riot armor, tinted goggles or helmet
with a visor, radio, flashlight, pocket mirror, comb, 100 ft (30.5
m) of lightweight rope, net (for snaring ground animals and people),
portable language translator, laser distancer, three flares, six hand
grenades, three smoke grenades, survival knife, a Vibro-Blade of
choice, C-12 laser rifle, or C-14 Fire Breather, backpack, utility belt,
air filter, gas mask, and a canteen.
Equipment Available Upon Assignment: Basically the same as the
Dog Boys, except for environmental armor and vehicles.
Money: All the mutant's basic needs are provided for by the CS
military; a place to sleep, food, clothing, medical treatment, basic supplies
and equipment, and limited access to military facilities. They are
also given a token monthly salary of 70-100 credits for personal items.
Like the Dog Boys, mutant bats are given the same freedoms, privileges
and measure of trust; they have proven themselves to be loyal soldiers
(average bat is 5-9 years old; 3-5th level experience).
Cybernetics: None.
Identification Coding (I.C.): The same dual I.D. system as the Dog
Boys.
Note: Any mutant bats who go AWOL or "feral" are hunted down
and terminated.
Typical Bat Missions: Reconnaissance and intelligence.
Maximum Rank: Non-Commissioned officer up to Lieutenant.

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