Jeremiah "Bullfrog" Stokes, Dogboy Merc Soldier

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Jeremiah "Bullfrog" Stokes, Dogboy Merc Soldier

Post by High Command »

Sheet link: https://docs.google.com/document/d/1nOt ... sp=sharing
Rolls
Body Armor [dice:3ngpwb3w]58493:0[/dice:3ngpwb3w]: Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.
Experience & Wisdom [dice:3ngpwb3w]58493:1[/dice:3ngpwb3w]: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. Youmay give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
Training [dice:3ngpwb3w]58493:2[/dice:3ngpwb3w]: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
F&G [dice:3ngpwb3w]58493:3[/dice:3ngpwb3w]: A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle or mount of choice (no robot combat vehicles)
F&G [dice:3ngpwb3w]58493:4[/dice:3ngpwb3w]: Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.

[dice:3ngpwb3w]58493:5[/dice:3ngpwb3w] credits worth of gear or valuables from Package
[dice:3ngpwb3w]58493:6[/dice:3ngpwb3w] credits from Standard Gear
[dice:3ngpwb3w]58493:7[/dice:3ngpwb3w] credits worth of gear or valuables from Standard Gear
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Jeremiah "Bullfrog" Stokes, Dogboy Merc Soldier

Post by High Command »

Jeremiah “Bullfrog” Stokes
Portrait
Image
Rank: Seasoned 1 Advances Left: 0
Race: Dog Boy
Iconic Framework: MARS Merc Soldier
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Pace: 6; Parry: 8; Toughness: 6 / 17(8) (in armor)
Skills:
  • Athletics d8
  • Common Knowledge d6
  • Driving d8
  • Fighting d8
  • Notice d8
    • +2 (Smell based; Keen Senses)
    • +2 (hearing based; Keen Senses)
    • Ignore Dim and Dark Illumination penalties (Low Light Vision)
  • Persuasion d8
  • Piloting d8
  • Shooting d10
    • Ignore Dim and Dark Illumination penalties (Low Light Vision)
  • Stealth d8
    • +2 in Forests (Woodsman)
    • +2 (Armor)
  • Survival d8
    • +2 (Tracking; Keen Senses), +2 in Forests (Woodsman)
Hindrances
  • Heroic (Major): The character always helps those in need.
  • Loyal (Minor): No one gets left behind
  • Mutant Dog Boys are awkward around non-human populations, and many are frightened by their association with the Coalition. Initial Reactions to them typically start at Uncooperative.
  • Near-Human Physiology Engineered from Rifts Earth genetic stock, those unfamiliar with Psi-Hound physiology suffer a –1 penalty to Healing and cybernetics checks.
  • Oddly Built The Psi-Hound project produces mutant canines with peculiar physical builds. Long snouts, digitigrade legs, tails, and other oddities mean most standard armor and clothing must be custom-made at double the normal cost. Glitter Boy armor (and the Iconic Framework) and most human power armor is not an option.
  • Quirk (Minor): Jeremiah believes he is the best at what he does and that all the lady dogs love him.
  • Restricted Paths Dog Boys cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
  • Wanted Hindrance (Minor) There is a standing Coalition bounty for bringing in "feral" Dog Boys.
  • Weakness (Ley LineHypersensitivity) Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background)
Racial Features
  • Psychic Sense [Detect Arcana] DogBoys have the inherent ability to detect arcana, interpreting it as a scent. This sense is always active. They use the Notice skill (+2 from Keen Sense of Smell) to detect the presence and location of anything psychic, magic, or supernatural. They can also use Survival (also +2 from Keen Sense of Smell) to track a specific entity or item fitting the above criteria. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty to Psychic Sense.
    • Range: Smarts (8”)
    • Duration: Constant
    • Trapping: Smell and Psychic Sense
    • Effect: Psychic sense allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Psychic sense also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
  • Bite Dog Boys bite for Strength+d6 damage and may bite grappled prey
  • Keen Sense of Smell Dog Boys have an excellent sense of smell—gain a +2 to smell-based Notice checks and +2 on all Survival (tracking) rolls.
  • Keen Sense of Hearing Psi-Hounds have exceptional canine hearing, +2 to sound-based Notice checks.
  • Low Light Vision Dog Boys ignore Dim and Dark Illumination penalties.
  • Strong Breed Advantage Edge +1 die type to Strength
Edges
  • Block: +1 to parry and -1 to enemy gang up bonuses.
  • Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
  • Dodge −2 to be hit by ranged attacks
  • Iron Jaw +2 to Soak and Vigor rolls to avoid Knockout Blows.
  • Level Headed Draw an additional Action Card each round in combat and choose which one to use.
  • Nerves of Steel Ignore one level of Wound penalties.
  • Soldier: Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
  • Steady Hands Ignore Unstable Platform penalty; reduce running penalty to –1.
  • Trademark Weapon (JA-12) +1 to Shooting total with a JA-12; +1 Parry while weapon is readied.
  • Woodsman +2 to Survival and Stealth in the wilds.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Background

Post by High Command »

Jeremiah was born to a pair of escaped dog boys who loved each other very much. Both were terriers and strong examples of the breed. Their children inherited their strong build. Jeremiah got the nickname Bullfrog after an old song his father’s friend would play at all parties. Growing up in a community of escaped dogboys meant that everyone pulled together and everyone pitched in. When a Tomorrow Legion SET saved them from some Pecos Bandits, Jeremiah, his brother, and a few of their friends set off to join these heroes. His mother gave him the JA-12 she’d carried since escaping the Coalition. Jeremiah has served as a scout for the standing defense forces of Castle Refuge, and more recently put in for a possible transfer to a SET or other team. Upon news of his transfer, his father handed down his experimental stealth armor he’d been working on for a few months.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Jeremiah "Bullfrog" Stokes, Dogboy Merc Soldier

Post by High Command »

Gear
JA-12 “One Man Army” Laser Rifle 30/60/120 4d6+1 ROF 1 AP 5 Shots 30*/+30* Min Str d6 13lbs
Notes: Heavy Pulse. Integrated Multi-Optics Scope. Grenade launcher, *Special: Shots +30 when a reserve E-Clip slot is loaded (is loaded); this reserve is Reload 3.
Silver Bayonet Str+d4 min str d4 1 lb
  • Notes: Silver, Str+d6 and Parry +1 attached to rifle, Reach 1, two hands
Integral grenade launcher (24/48/96, damage by grenade, 4 Shots, Reload 2).
  • Fragmentation Grenade x8 5/10/20 5d6 AP 0 LBT
  • High Explosive Grenade x8 5/10/20 3d10 AP 4 MBT
Wilk’s 320 Laser Pistol 15/30/60 3d6 1 3 20 d4 2 +1 11,000
  • Notes: The "Classic" is Shooting +2 (1 for the Classic, and 1 for it being Wilks)
Crusader Heavy EBA: A +8 T +3 min str d8 24 lbs
  • If you experience a critical failure while using this, make an immediate Common Knowledge roll as a free action. A success avoids any Technical Difficulty.
  • Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.
  • Triax T-100 Eagle Jet Pack Accessory: The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours. The flight system is +1 Handling with a top speed of 200 MPH (35 lb, 600,000 credits, nuclear-powered)
  • Vibro-Blade Vambraces Str+2d4 AP 8
    • Notes: Parry +1 (must be worn as a pair for the bonus). Count as Claws. Usually a katar or three hooked blades attached to a gauntlet.
BigBore “BB-6” Revolver 6/12/24 1-3d4+2 Rof 1 AP 2 Shots: 6 Min Str d8, 4 lbs
  • Notes: Revolver, each chamber of the cylinder requires an action to load. The BigBore weapons are Shotguns with the following additional effects:
    • Targets hit are Distracted and then roll Strength (–2 if shooter got a raise).
    • Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object.
    • Targets with MDC or of Size (Large) or greater ignore this effect
NG-S2 Survival Pack (20 lb)
  • Big Bore Shells (x14) 100 credits each to buy
  • Short E-clips (x3) 1 in Wilks Pistol; 1,500 to recharge. 5,000 credits to buy
  • Long E-clips (x4) 2 in JA-12; 2,500 to recharge. 8,000 credits to buy
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Survival Knife, wooden cross, and wooden stakes
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag

Credits:
purchases
22,000 - Starting Gear Total
-11,000 - Vibro-Vambraces
-6500 BB-6 Revolver
-2200 +4 Frag grenades
-250 Silver Bayonet
-2000 Big Bore Rounds x20 (100 each)
12,000 Sell Huntsman Body Armor
-8000 Long E-Clip
-3000 4 High Explosive Grenades
250 credits in various outfits and clothes
750 credits in valuables (gems, silver, gold)
Cash: 1,100 Universal Credits
Valuables: 750 (gems, silver, gold)
Clothes and Accessories: 250 credits - A varied and stylish wardrobe
Contacts
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Jeremiah "Bullfrog" Stokes, Dogboy Merc Soldier

Post by High Command »

Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d4 -> d8 (2 Attribute Points)
Smarts: d4 -> d6 (1 Attribute Point) -> d8 (Hindrance)
Spirit: d4 -> d6 (1 Attribute Point) -> d8 (1 Attribute Point)
Strength: d4 -> d6 (Race-Breed) -> d8 (Novice 1)
Vigor: d4 -> d6 (F&G) -> d8 (Breed Advantage)

Skills:
  • Academics (Sm)
  • Athletics (Ag) -> d4 (Core) -> d6 (IF) -> d8 (HJ)
  • Battle (Sm)
  • Boating (Ag)
  • Common Knowledge (Sm) -> d4 (Core) -> d6 (1 SP)
  • Driving (Ag) -> d8 (3 SP)
  • Electronics (Sm)
  • Faith (Sp)
  • Fighting (Ag) -> d8 (3 SP)
  • Focus (Sp)
  • Gambling (Sm)
  • Hacking (Sm)
  • Healing (Sm)
  • Intimidation (Sp)
  • Language (Sm)
  • Notice (Sm) -> d4 (Core) -> d6 (IF) -> d8 (1 SP)
  • Occult (Sm)
  • Persuasion (Sp) -> d4 (Core) -> d8 (2 SP)
  • Psionics (Sm)
  • Piloting (Ag) -> d6 (HJ) -> d8 (1 SP)
  • Repair (Sm)
  • Research (Sm)
  • Riding (Ag)
  • Science (Sm)
  • Shooting (Ag) d4 (IF) -> d8 (HJ)
  • Spellcasting (Sm)
  • Stealth (Ag) -> d4 (Core) -> d6 (IF) -> d8 (1 SP)
  • Survival (Sm) -> d8 (3 SP)
  • Swimming (St)
  • Taunt (Sp)
  • Thievery (Ag)
  • Weird Science (Sm)

Race
  • Bite: Dog Boys bite for Strength+d6 damage and may bite grappled prey, see Natural Weapons in Savage Worlds.
  • Breed Advantage: A Dog Boy begins with the Strong Breed Advantage Edge (see sidebar). The player decides what breed (or breeds) the character is influenced by.
  • Keen Sense of Smell: Dog Boys have an excellent sense of smell—gain a +2 to smell-based Notice checks and +2 on all Survival (tracking) rolls.
  • Keen Sense of Hearing: Psi-Hounds have exceptional canine hearing, +2 to sound-based Notice checks.
  • Low Light Vision: Dog Boys ignore Dim and Dark Illumination penalties.
  • Mutant: Dog Boys are awkward around non-human populations, and many are frightened by their association with the Coalition. Initial Reactions to them typically start at Uncooperative.
  • Near-Human Physiology: Engineered from Rifts Earth genetic stock, those unfamiliar with Psi-Hound physiology suffer a –1 penalty to Healing and cybernetics checks.
  • Oddly Built: The Psi-Hound project produces mutant canines with peculiar physical builds. Long snouts, digitigrade legs, tails, and other oddities mean most standard armor and clothing must be custom-made at double normal cost. Glitter Boy armor (and the Iconic Framework) and most human power armor is not an option.
  • Psychic Sense: DogBoys have the inherent ability to detect arcana, interpreting it as a scent. This sense is always active. They use the Notice skill (+2 from Keen Sense of Smell) to detect the presence and location of anything psychic, magic, or supernatural. They can also use Survival (also +2 from Keen Sense of Smell) to track a specific entity or item fitting the above criteria. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty to Psychic Sense.
  • Restricted Paths: Dog Boys cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
  • Wanted Hindrance (Minor): There is a standing Coalition bounty for bringing in "feral" Dog Boys.
  • Weakness (Ley LineHypersensitivity): Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background).
Iconic Framework
  • Begin with +4 skill points. Notice +1, Shooting +1, Stealth +1, Athletics +1,
  • Begin with Soldier, Combat Reflexes, Iron Jaw, Dodge, and Level Headed
  • Select JA-12 and 4 Fragmentation and 4 High Explosive Grenades
  • NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
  • Body Armor: Huntsman Medium Personal Armor (24,000)
  • Sidearm: Wilk’s 320 “Classic” Laser Pistol
  • Ammo: two E-clips or magazines for each weapon
  • Crusader Heavy EBA: A +8 T +3 min str d8 24 lbs
    • If you experience a critical failure while using this, make an immediate Common Knowledge roll as a free action. A success avoids any Technical Difficulty.
  • 22,000 credits in gear or valuables. 1,100 Universal Credits
  • Roll on the MARS Fortune & Glory Table (page 46) two times, possibly modified by package.
  • MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
  • 5 attribute Points, 15 Skill Points, 4 advances
Hero’s Journey
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Body Armor (9): Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.
  • Experience & Wisdom (16): Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give him one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.

MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • (4): A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle or mount of choice (no robot combat vehicles
  • (9): Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.

Advances
  • Initial Advances: (From Hindrances): Smarts d6 -> d8, Block
  • Free Edge (Dogboy): Strong Breed Advantage
  • Novice 1 Advance: Strength d6 -> d8
  • Novice 2 Advance: Rugged Breed Advantage
  • Novice 3 Advance: Steady Hands
  • Seasoned 1 Advance: Trademark Weapon (JA-12)
  • Seasoned 2 Advance: Shooting d8 -> d10
  • Seasoned 3 Advance: Marksman
  • Seasoned 4 Advance: Sharpshooter
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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