- Used the Rob to take smart and learned instead of Strong.
Psionics 1d20: Benny to roll spirit in place of any other trait roll
Experience and wisdom:1d20 Choice: Professional edge: Tundra Ranger
Experience and Wisdom Choice: Professional Edge: Adept
Woolsy
Veteran Male Sasquatch
Iconic Framework: MARS Bounty Hunter
Background
Woolsy was a smart and spirited Sasquatch. Perhaps because he resembled a more yeti like cousin for a time he found himself in the north Training with the tundra rangers. He took to their code, and learned their motto of “We always get our man” well. Having departed srill as one of their own he struck out driven by a deep need to find what else lay in the wilderness. He soon found a company called MercOps would pay bounty hunters well to venture into the wilds.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d10, Vigor d8
Skills: Academics d10, Athletics d6, Common Knowledge d6, Fighting d10, Language (Native) d8, Notice d8+2, Occult d8, Persuasion d8-1, Psionics d10, Research d6, Riding d6, Shooting d4, Stealth d4, Survival d10+2(free from d8-d10)
Pace: 6; Parry: 7; Toughness: 17 (7); Size: Normal (2)
Strain: 8/8
Hindrances: Code of Honor, Curious, Pacifist (minor), Suspicious (minor), Vow (major, Tundra Ranger Code)
Edges: Adept, Alertness, Brave, Connections, Free Runner, Investigator, Major Psionic, Master Psionic, Monster Slayer, New Powers, New Powers, Power Points, Rich, Streetwise, Tundra Ranger, Woodsman
Armor: Huntsman Medium Personal Armor (5), NG Peacekeeper EBA (Added Plates) (5)
Weapons: Unarmed (Range Melee, Damage Str),
Draining Blade (Silvered, Range Melee, Damage Str+d8, AP 8)
NG-L5 Laser Rifle (Range 24/48/96, Damage 4d6, ROF 1, AP 2), Neural Mace (Range Melee, Damage Str+d6, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)Gear: MDC Handcuffs, NG-S2 Survival Pack, Stun Gun, Wooden Cross,
Ghostly Cloak
NG LPO Elite Load-Bearing Chest Rig
Language: Native (native, d8)Current Wealth: 15,000 cr
Arcane Background: Psionics (Rifts® TLPG, p120)
- I.S.P.: 30
- Powers: Arcane Protection (SWADE pp148; Limitations: Self), Detect/Conceal Arcana (SWADE pp158), Ectoplasmic Wrap (Entangle; SWADE pp161), Empathy (SWADE pp160; Limitations: One Aspect), Ghostly Mediations (Divination; SWADE pp159), Mind Link (SWADE pp164-165; Limitations: One Aspect), Psychic Impression (Object Reading; SWADE pp165)
- Animal Appearance: Sasquatch suffer a −1 to Persuasion.
- Cyber-Resistant: They cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the biocomp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table.
- D-Bee (Major): Initial reactions typically start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower Reactions refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostiles often result in violence.
- Natural Woodsmen: Begin with the Woodsman Edge and a d6 in Survival.
- Low-Tech: They use simple melee weapons—including those that do Mega Damage like Vibro-Blades—and non-powered body armor. Most do not use guns, but a few make use of simple rifles. They dislike vehicles, choosing not to learn to drive and preferring not to ride inside of them.
- Natural Psionics: Begin with the Arcane Background (Psionics) Edge and start with the following three powers: detect/conceal arcana, empathy, and mind link. If a Sasquatch chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework) and the Sasquatch gains two additional power to his starting total (so a Sasquatch Burster starts with five powers, for example).
- Near-Human Physiology: Those unfamiliar with Sasquatch biology are at a −1 penalty to Healing skill rolls.
- Non-Standard Build: Sasquatch subtract 2 from Trait rolls when using equipment not designed for them, and can't wear commonly available armor or clothing, these items must be custom tailored at triple normal costs. Glitter Boy armor (and the Iconic Framework) isn't an option, neither is most power armor. Equipment and food cost double the listed price.
- Pacifist: They are vegetarians. They have the Pacifist (Minor) Hindrance.
- Powerful: Start with Strength d8 (Trait maximum d12+2) and Vigor d6 (Trait maximum d12+1).
- Restricted Path: Cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
- Size +2 (Normal): Have a height of 9–12 feet. Their size grants them +2 Toughness.
- Wild Men of the Woods: When in the city for more than a day, they grow irritable and depressed and suffer a −2 to all Trait rolls. They must make a Spirit roll every day to remain calm; if they fail, they must leave the city for the nearest natural habitat.
- Bounty Hunter Skills: Begin with Athletics d6, Notice d6, Occult d6, Research d6, and Survival d6.
- Bounty Hunter Edges: Begin with the Alertness, Free Runner, Investigator, and Streetwise Edges.
- Take 'Em Alive: Bounty Hunters are skilled at bringing in their quarry alive; they make all Nonlethal Fighting attacks at no penalty. In addition, they gain a +2 bonus to Trait rolls to disarm, grapple, and restrain targets (includes handcuffing and similar maneuvers). Similarly, targets are at an additional −2 to resist a Bounty Hunter’s Knockout Blows.
- Choose Your Journey: One of the character's Hero's Journey table rolls must be from either the Experience & Wisdom table or the Underworld & Black Ops table, but the Bounty Hunter chooses the result.
- MARS Advance: Bounty Hunters begin as Seasoned heroes.
- Bounty Hunter Vice: Begin with either the Greedy (Minor), Mean, Ruthless (Minor), or Suspicious (Minor) Hindrance for no added benefit.
- Mind over matter (Hero's Journey): Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.
Vehicles
- RH100 Series Robot Horse (Size: 2 (Normal); Handling: +2; Toughness: 24 (12); Top Speed: 75mph/121kph; Strength: d12+5; Notes: ATV, Exposed Crew, Nuclear-Powered, STS, Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12, Skills: Athletics d8, Fighting d6, Notice d6, Survival d6)
Weapons - Kick:Str+d6 MD
[/LIST]
Advances
Novice Advances
- Raise Attribute: Smarts
- Raise Skills: Psionics/Survival
- Edge: Power Points
- Edge: Monster Slayer
- Edge: New Powers (Arcane Protection, Object Reading)
- Edge: Brave
- Raise Attribute: Vigor
- Edge: Master Psionic
- Steady hands
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
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