Dean (F949), Killhound

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Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Dean (F949), Killhound

Post by Stephen Phillips »

Shared Hero's Journey
  • Experience & Wisdom: 10
Hero's Journey
  • Training: [dice:1e128yah]60215:3[/dice:1e128yah]
  • Training: [dice:1e128yah]60215:4[/dice:1e128yah]
    Dealer's Choice:
  • Body Armor: 3 - Dean is assigned CA-6EX Armor.
    Recording from the Office of Lt. Gretta Powell wrote:"Come in Sergeant Kilgrave. You said youhad a special request for one of your psi-hounds?"
    "Yes Sir. This killhound, F949, really showed us something today. He literally strained himself trying to lift a building wall that had fallen over a soldier. He's in recovery right now. I think we can trust him with the exoskeleton armor for combat deployments. Not security deployments, but anytime we're in the thick of it."
    "For that fuck-up? He is always in one punative duty or another, most by your own order."
    "Well, yes sir, but that's because a killhound without extreme discipline is going to fuck up when he is not out doing his primary job. But he managed to do that while in a full rage out in the field. Literally he stopped destroying an already dead enemy, a thing we have to watch him on, because a wall fell on a couple of guys. It literally snapped him out of his rage. He hurt himself because he should have waited for power armor. I'd rather reward him for that."
    "You make a good case Kilgrave, submit the request and I'll approve it."
    "Thank you sir."
  • Psionics: 8 - Dean gains the Smite Power, with the Self Only Limitation. Telekinetic force Trapping with an appearance like molten glass, arcing with energy and tinted with a red color.
    Medical Log: Unstimulated Psionic Development wrote:"Begin Log, Subject Indigo-Lima-Delta-Five-Eight-One-Five-One-Zero-Seven-Two-Delta-Nine-Echo-Foxtrot-Nine-Four-Nine. Designation "Dean." Date is 18 November, 109. 1632 hours, Base Medical Lab 14-Bravo. Doctor Lee Barnett reporting."
    "After receiving reports from subject's NCO, Sergeant Kilgrave, I put the subject through a rigorous battery of psionic assessments, all referenced in the accompanying digital file. The subject has developed the ability to wrap his fists, feet, and teeth in a red tinged psychic energy that is very damaging. It adds significantly to the amount of power he can exert on a target. It is some minor form of telekinesis which simultaneously increases strength, while providing protection to the subject's own body from the added force. This is extraordinary, especially in a Kill Hound variant. Still, we are recommending that we seriously look at destroying this particular gene-line. Unplanned psionic expression is beyond the scope of the project scope. I know the subject is experimental and that carries with it certain factors for the unplanned, but I seriously suggest we look hard at this gene-line for where this power expression is coming from. Also, I suggest a regimen of sedatives when not on mission, perhaps inserted into treats of some sort."
    From that day forward, when not on mission, Dean began being offered special treats when not in punishment. A special jerky with an odd taste, it is given to him twice a day. When on punishment detail he is instead given a meal supplement tablet.
    GM Note: This "special treat" or pill prevents the triggering of the Bloodthirsty trait in non-combat situations; also prevents use of Frenzy or Smite as well in non-combat situations.
Psyche Degradation
  • [dice:1e128yah]60215:2[/dice:1e128yah]
Credits
  • [dice:1e128yah]60215:0[/dice:1e128yah] x 100 Universal Credits
  • [dice:1e128yah]60215:1[/dice:1e128yah] items of "Common" Gear

Personnel Record
Name: "Dean" F949
Service Branch: C.S. Army
Service Number: ID Number: ILD5-815-107-2D9E-F949
Pay Grade: E-1
Pay Rate:
Rank: Private
Date of Birth: 15 August 107 PA
Primary Specialty: Kill Hound Special Forces
Military Education:
Psi-Hound Orientation and Obedience Course, Chi-Town, Anastasia Hertz Genetics Facility (HGF)
Basic Training, Chi Town, CS Army Training Facility (ATF)
Psionic Orientation and Sentivity Course, Chi-Town, Anastasia Hertz Genetics Facility (HGF)
Psionic Combat Course, Chi-Town, Anastasia Hertz Genetics Facility (HGF)
Close Quarters Combat School, Chi Town, CS Army Training Facility (ATF)
Reconnaissance Awareness Training Course, Chi Town, CS Army Training Facility (ATF)
Decorations, Medals, Badges, Citations, and Campaign:
Field Experience Badge, Old Chicago Occupation Zone, 01 December 109
PSI
Citation for Meritous Action wrote:Major Charles Emerson takes pleasure in presenting this Citation to
  • Private
    "Dean" F949 (ILD5-815-107-2D9E-F949)
    COALITION STATES ARMY
For service as set forth in the following
CITATION: On the date of (12 October 109), Private F949 did lift a wall that had fallen, trapping five soldiers. At risk to himself, and regardless of the danger from enemy combatants, Private F949 did successfully free all five of the soldiers and carry them to safety so they could be extracted by MEDEVAC. This permanent notation is added to his record and the soldier is granted access to certain restricted equipment, subject to mission availability and commanding officer discretion.
Disciplinary data and court martial record:
Instructions: insert list of 2d4 NJPs like any of the following types; dates may range from 01 June 109 to 30 November 109. They can overlap (get in trouble while on extra duties). See this for other ideas. Use Field Grade for the punishments.
NJP: Disrespect to a superior. Subject was disrespectful and nearly struck a non-commissioned officer during formation. Private F949 is subject to Restriction to Quarters with extra duties for not more than 15-30 days. Subject is to report to Sergeant Wilcox in the Mess when not in rest time or on task for his unit.
NJP: Striking and injuring another soldier. Subject struck another psi-hound during a punative duty. Both subjects were reprimanded. The other psi-hound will complete his punishments after release from base medical. Private F949 is to report to Correctional Custody for not more than 5-15 days, effective immediately. Private F949 will also receive forfeiture of ½ of base pay for two months.
NJP: Dereliction of Duty. Subject was found sleeping while he was supposed to be guarding food stores for Sergeant Wilcox. Subject receives verbal (or verbal and written) admonition or reprimand. Extra duties extended by 5-15 days.

Appended Notes
Medical Log: Unstimulated Psionic Development wrote:"Begin Log, Subject Indigo-Lima-Delta-Five-Eight-One-Five-One-Zero-Seven-Two-Delta-Nine-Echo-Foxtrot-Nine-Four-Nine. Designation "Dean." Date is 18 November, 109. 1632 hours, Base Medical Lab 14-Bravo. Doctor Lee Barnett reporting."
"After receiving reports from subject's NCO, Sergeant Kilgrave, I put the subject through a rigorous battery of psionic assessments, all referenced in the accompanying digital file. The subject has developed the ability to wrap his fists, feet, and teeth in a red tinged psychic energy that is very damaging. It adds significantly to the amount of power he can exert on a target. It is some minor form of telekinesis which simultaneously increases strength, while providing protection to the subject's own body from the added force. This is extraordinary, especially in a Kill Hound variant. Still, we are recommending that we seriously look at destroying this particular gene-line. Unplanned psionic expression is beyond the scope of the project scope. I know the subject is experimental and that carries with it certain factors for the unplanned, but I seriously suggest we look hard at this gene-line for where this power expression is coming from. Also, I suggest a regimen of sedatives when not on mission, perhaps inserted into treats of some sort."
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Dean (F949), Killhound

Post by Stephen Phillips »

Character Sheet

Player Name: Derrick S.
Google Handle: dsmith8807
Dean
Rank: Novice Advances Gained: 0 Advances Unspent: 0
Race: Dog Boy
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8
Pace: 12(d6); Parry: 6; Toughness: 8; Strain: 0
Skills:
  • *Athletics d8
  • *Common Knowledge d4
  • Fighting d8
  • Intimidation d8
  • *Notice d8+2
    • +2 (Smell)
    • +2 (Sound)
  • *Persuasion d4
  • +Psionics d8
  • Shooting d6
  • *Stealth d4
    • +4 (Tracking)
Hindrances
  • Bloodthirsty (Major): Never takes prisoners.
  • Delusional (Major): Dean believes himself to be a bloodhound and that he must drink the blood of his enemies to sustain himself.
  • Impulsive (Major): The hero leaps before he looks.
  • Loyal (Minor): The hero is loyal to his friends and allies.
  • Thin Skinned (Minor): The character is particularly susceptible to personal attacks and subtracts two when resisting Taunt attacks.
Edges
  • AB (Psionics): 10 ISP, Three Powers, Psionics d6
  • Ambidextrous: Ignore –2 penalty when making Trait rolls with off-hand.
  • Frenzy: Roll a second Fighting die with one melee attack per turn.
  • Martial Artist: Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).
  • Nerves of Steel: Ignore one level of Wound penalties.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Split the Seconds: This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Sublime Chaos: While Losing It the Crazy is not Fatigued by Berserk, and is able to perform actions not normally allowed, including using Psionics. The Crazy's time spent Getting It Together is halved.
  • Tough Breed: The Dog Boy’s natural Toughness is increased by +2.
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Dean (F949), Killhound - Powers

Post by Stephen Phillips »

Powers
Arcane Background: Psionics
ISP: 10 - Recovery: 5/hour

Trapped Power Name [Boost Trait] (PPE/ISP Cost) [Power Rank]
  • Range: Range.
  • Duration: Duration.
  • Trapping: Chosen trapping.
  • Effect: Summary of power.
  • Limitations: Self (-1), Aspect (-1)
  • Modifiers: Available modifiers.
Trapped Power Name [Healing] (PPE/ISP Cost) [Power Rank]
  • Range: Range.
  • Duration: Duration.
  • Trapping: Chosen trapping.
  • Effect: Summary of power.
  • Limitations: Applied limitations.
  • Modifiers: Available modifiers.
Trapped Power Name [Warrior’s Gift] (PPE/ISP Cost) [Power Rank]
  • Range: Range.
  • Duration: Duration.
  • Trapping: Chosen trapping.
  • Effect: Summary of power.
  • Limitations: Self (-1)
  • Modifiers: Available modifiers.
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Dean (F949), Killhound - Background

Post by Stephen Phillips »

Background
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Dean (F949), Killhound - Gear

Post by Stephen Phillips »

Gear

DPM-6EX Psi-Hound Exoskeleton Body Armor:
Image
• +9 Armor and +3 Toughness
• Full Environmental Protection
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range
• Public-address loudspeakers
• 96 hour battery (for exoskeleton)
• Full Body Strength Boosting Exoskeleton: +2d to Strength and +1 to Pace.
Multi-Optic Helmet
• Weight: 60 (Min. Str. d10; none when powered
Vibro-Vambraces (attached to body armor arms)
Image
• • Damage: Str+2d4, AP 8, MD
• • Notes: Parry +1 (must be worn as a pair for the bonus). Count as Claws. Harmonic Blades, MD, Powered Weapons

CP-40 Pulse Laser Rifle (on Shoulder Strap)
Image
• Range: 24/48/96
• Damage: 4d6, AP 4
• Rate of Fire: 3
• Payload: 30 or 60
• Notes: Heavy Pulse, Integrated Multi-Optics Scope, Energy Reserve, Cauterize, No Recoil
• Weight: 9 (Min Str d6)

GEAR Load-Bearing Harness (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Grenade Pouch Type 1: 2 fragmentation grenades
• Grenade Pouch Type 1: 2 smoke grenades
• Knife Sheath: Vibro-Knife
Image
• • Damage: Str+d6, AP 6, MD
• • Notes: Harmonic Blades, MD, Powered Weapons
• • Weight: 2 (Min Str d4)
• Small Sidearm Magazine Pouch: 1 pistol e-clip for Vibro-Knife (and a place to put the discharged e-clip)
• Small Sidearm Magazine Pouch: pouch for 2 pistol e-clips
• Holster: CP-30 Laser Pulse Pistol
Image
• • Range: 10/20/40
• • Damage: 3d6, AP 4
• • Rate of Fire: 3, 3RB
• • Shots: 30 (72 with Optional hip/backpack energy pack)
• • Notes: Cauterize, No Recoil
• • Weight: 4
• Small All-Purpose Storage Pouch: 1 of 4 common items(two can be combined to hold a medium item, or four can be combined to hold a large item)
• Small All-Purpose Storage Pouch: Common Item
• Small All-Purpose Storage Pouch: Common Item
• Small All-Purpose Storage Pouch: Common Item
• Small All-Purpose Storage Pouch: Empty or a trinket
• Small All-Purpose Storage Pouch: Empty or a trinket

Utility Belt: (4 lb)
• Pouch: Canteen (half gallon).
• Pouch: Communicator (5 mile range).
• Pouch: Compass/inertial mapper.
• Pouch: Firestarter kit (solar-powered lighter and flint & steel).
• Pouch: Flashlight/signal light (with bright halogen and infrared options).
• Pouch: Mini first aid kit (+1 Healing check, only one use).
• Pouch: Power bars (three, each can sustain a normal human for a day).
• Rifleman's Large Magazine Pouch (holds fresh E-Clips, has a drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines), and has a weapon cleaning kit built into the pouch's frame.
• • 3 Rifle E-Clips

CS-S2 Survival Pack (30 lb)
• Extra Uniform x2, underclothes x4, and boots
• 2 person tent, +20% water supplies
• Sleeping bag
• Flashlight w/knife; solar
• Inertial compass (+2 to Survival to navigate)
• Short range (5 mile) radio
• First aid kit (+1 to healing; 3 uses)
• Hunting/Fishing kit (+1 to Survival to forage)
• Three ‘saw wires’
• Fire starter
• Survival Knife, hatchet, wooden cross
• 4 signal flares
• Climbing kit w/30 rope
• Soap and washcloth
• Canteen
• 2 weeks rations

Credits: 500

Contacts
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Dean (F949), Killhound - Advancement Tracker

Post by Stephen Phillips »

Advances

Attributes
Agility: d10 (2 IF + 1)
Smarts: d6 (1)
Spirit: d8 (2)
Strength: d10 (2 IF + 1)
Vigor: d8 (2 IF)

Skills (15/15):
  • *Athletics d8 (Ag/St; Core + 2)
  • *Common Knowledge d4 (Sm; Core)
  • Fighting d8 (Ag; 3)
  • Intimidation d8 (Sp; 3)
  • *Notice d8 (Sm; Core + 3)
  • *Persuasion d4 (Sp; Core)
  • +Psionics d8 (Sm; IF + 2)
  • Shooting d6 (Ag; 2)
  • *Stealth d4 (Ag; Core)
Dog Boy Racial Abilities
  • 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 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: Dog Boys 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 Line Hypersensitivity): 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).
Crazy/Killhound
  • Losing It: Throwing caution to the wind and shoving rational thought to the back of his mind, as an Innate Ability the Killhound gains the effects of being Berserk (as per the Edge, but Strength and Agility are increased two die types instead and he is not Fatigued).
    While Losing It, he's Fearless becoming immune to Fear and Intimidation. The Killhound can also use his psionics and other skills normally.
  • Getting it Together: A Killhound comes out of Losing It using the standard Smarts roll for Berserk, but she’s hampered and overwhelmed by her psychological Hindrances. The game effect is a −1 per Rank to all Trait rolls while Getting It Together. From a roleplaying perspective, this could mean stumbling around with wracking guilt, crippling depression, irrational fear, rampaging delusions, insane ramblings or other effects which fit the character’s Hindrances.
    The duration of the penalty is based on the results of the Smarts roll made to come out of the Losing It state in the first place:
    • Raise: He only spends 1d3 minutes Getting It Together.
    • Success: He spends 1d3 × 10 minutes in the Getting It Together state.
    • Failure: He spends 1d3 hours Getting It Together.
    • Critical Failure: He spends the next 12 hours Getting It Together.
    A Killhound may not employ Losing It while in the Getting It Together state.
  • Bio-Regeneration: Awakening certain portions of the brain via the Mind Over Matter implants grants the Killhound a natural healing roll once every 24 hours. Permanent injuries may be recovered once all other Wounds are regenerated; treat each injury as an additional Wound for purposes of recovery (the Killhound may try once per week).
  • Enhanced Attributes: Killhounds gain +2 die types to Agility, Strength, and Vigor; increase Trait maximums an equal amount.
  • Enhanced Endurance: Killhounds begin with the Nerves of Steel Edge, require only half the normal amount of sleep, and gain +4 on checks to resist Fatigue from sleep deprivation.
  • Enhanced Speed: Killhounds double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping.
  • Heightened Senses: Killhounds gain +2 to Notice and Survival (tracking) rolls, and ignore two points of Range penalties.
  • Minor Psionic: Unlocking the brain’s potential grants Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. Killhounds have access to the following powers (Rank permitting): arcane protection*, boost Trait†, confusion, darksight*, detect/conceal arcana*, disguise*, divination, empathy, environmental protection*, farsight*, fear, healing, mind link, relief, warrior’s gift*. Powers marked asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked dagger (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds).
  • Quick: Begin with the Quick Edge.
  • Uncanny Reflexes: A Killhound’s reflexes are superhuman, granting them −2 to be hit by any attack they are aware of as well as +2 on Evasion rolls.
  • Cybernetics: Killhounds suffer −1 to Psionics per point of Strain (TLPG page 71).
  • Distinctive Appearance: With their oversized muscles, thick skulls, and generally fearsome demeanor, most can identify a Killhound by sight or by action.
  • Magic: The genetic tampering that makes a Killhound jumble the mind in such a way as to make the use of magic impossible.
  • Needs Action: Killhounds live in a constant state of heightened adrenaline and awareness, even depressed Killhounds can't escape the feeling. During particular slow periods, the GM may call for a Spirit roll. Failure means he becomes irritable or impatient gaining −1 Persuasion, and suffering a −1 to all Trait rolls in this distracted state until a high alert status or action kicks in.
  • Unstable Psyche: From the start (and for no added benefit), the character gains Impulsive and a Hindrance rolled on the Psyche Degradation Table. Representing the constant degradation of the Killhound’s psychological state, he gains a Hindrance from the table each time he achieves a new Rank. Simultaneously, his abilities chaotically expand—each new Rank also roll once on the Psionics Hero's Journey table.
  • All Coalition characters begin with 3d6 × 100 Universal Credits, and 1d4 pieces of gear with the Common rarity. They also receive a CS-S2 Survival Pack (equivalent to the NG-S2), a utility belt (EoH p. 37), and a choice of CA-3 Light EBA or DPM-D2 Light EBA. They will be armed with a CP-40 Laser rifle and either a C-18 Laser Pistol or C-20 Laser Pistol and two E-clips for each weapon. They also receive a Vibro-Knife and two fragmentation and two smoke grenades, standard. Most MOS options will supplement or replace some of these choices.
    Their armor is emblazoned with the PSI icon, they have an IC chip under their skin, and are issued their choice of any Coalition Close Combat Weapon and their sidearm is replaced with a CP-30 laser pistol.
Psyche Degradation
  • (01): Bloodthirsty - “Bathing in the blood of my enemies” has the potential to become a disturbing reality for a Killhound with this Hindrance.
Hero’s Journey
  • Experience & Wisdom (10): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (Elan)
  • Training (04): Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge, or Improved Martial Artist, if he already had Martial Artist.
  • Training (15): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first). (Frenzy)
Advances
  • Initial Advances: (From Hindrances): Sublime Chaos, Split the Seconds
  • Novice 1 Advance: Adept
  • Novice 2 Advance: Two-Fisted
  • Novice 3 Advance: Strength d12
  • Seasoned 1 Advance: Major Psionic
  • Seasoned 2 Advance: Off the Handle
  • Seasoned 3 Advance: Power Points
  • Seasoned 4 Advance: Spirit d10
  • Veteran 1 Advance: Notice d10
  • Veteran 2 Advance: Psychic Bloodhound
  • 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:
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