Rank: Seasoned Advances Left: 0
Race: Dogboy
Iconic Framework: MARS Gunslinger
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12+1(d6), Vigor d6
Running: d8;Pace: 10(8); Parry: 5; Toughness: 16(10) / Base 5 ; Strain: 0
Skills:
- Athletics (Agility): d6
- Common Knowledge (Smarts): d4
- Notice (Smarts): d8
- Persuasion (Spirit): d4
- Stealth (Agility): d12
- Shooting (Agility) d12
- Fighting (Agility) d6
- Survival (Smarts) d6
- Thievery (Agility) d6
- Assassin: Assassins are trained killers who know how to kill even the toughest foes. They add +2 to damage rolls when their foe is Vulnerable or they have The Drop.
- Alertness: Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
- Bite: Dog Boys bite for Strength+d6 damage and may bite grappled prey, see Natural Weapons in Savage Worlds.
- Breed Advantage (Tracking Breed): The Dog Boy gains an additional +2 on all Tracking rolls.
- Breed Advantage (Fast Breed): The Dog Boy’s Pace is increased by +2 and his Running die goes up a die type.
- Connections: Your heroine is connected to people or organizations who can help her when the chips are down. It might be the mob, the Feds, a union, or even other adventurers. Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor. The favor depends on the nature of the contact (GM’s call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker or scholar.
- Danger Sense: Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
- Dead Shot: When your Action Card is a Joker, double the total damage of your first successful Athletics (throwing) or Shooting roll this round.
- Dirty Fighter: This Edge is favored by those who fight to win at any cost. A fighter with this Edge gets a +2 when making Tests against a foe if his next action is a Fighting attack against that same target.
- Double Tap: Experienced firearms experts fire two shots in rapid succession without spoiling their aim. Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three-Round Burst (see page 67), it adds +2 to Shooting and damage instead of +1 and expends six bullets.
- Free Runner: Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full Pace on Difficult Ground when on foot. She also adds +2 to her Athletics rolls when climbing and in foot Chases (see Chases & Vehicles page 113).
- Fast Healer: Those with this blessing add +2 to Vigor rolls for natural healing, and check every three days instead of five (see Healing, page 96).
- 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.
- Live, Die, Live Again: Fast Healer + Free Reroll on Death and Defeat, 1/2 all recovery times from table.
- Marksman: The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
- 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.
- Quick: Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five. Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
- Quick Draw: When on Hold the character adds +2 to Agility checks to interrupt an opponent’s action if drawing a weapon, and when rolling for Surprise may check Agility instead of Notice to act first in the round. If the hero has the Danger Sense Edge (including Sixth Sense) it is unchanged, simply substitute Agility rolls for Notice
rolls with the listed bonuses. Important: MARS Gunslingers automatically gain this Edge, and the Agility check bonus is added when using The Quick and the Dead. - Quick and the Dead: In the first round of combat, immediately after Action Cards are dealt for initiative, a Gunslinger may spenda Benny to draw on an opponent. The Gunslinger and his opponent make an opposed Agility roll. If the Gunslinger succeeds, he immediately attacks the target and has The Drop. If he fails, the Benny is wasted with no effect. The Gunslinger still acts on his Action Card as normal.
- Rich: Unless the hero is planning to remain in one location for a serious length of time, annual salary isn’t part of the wealth equation. She’s managed to accumulate a bit of money, but more importantly, extra gear. She begins with 15,000 credits and gets two rolls on theBody Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one personal weapon, body armor, or adventuring gear item of her choice.
- Sharpshooting: Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed. Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running). Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
- Soldier: Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.) They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
- Two-Gun Kid: Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty. If the character has Two-Fisted, the second action may also be a melee attack.
- Coalition Fanatical Patriot [Major]: You don't ask how high or think twice about jumping off the ledge if so ordered. There must be a good reason and you do not need to know it. Heck if ordered to shoot a compatriot you are most likely on board even if it is your brother. You have made a vow to protect and serve, that is all you ever need to know.
- Death Wish (Minor): Having a death wish doesn’t mean your adventurer is suicidal—he might just think his life is worth less than some noble but clearly deadly goal. Those with a Death Wish don’t throw their lives away for no reason, but when there’s a chance to complete a goal they do anything—and take any risk—to achieve it.
- Illiterate (Minor): Though literacy is the default for heroes, the practice of learning to read and write is greatly diminished. The Coalition actively discourages literacy in its population, while those in other parts regions are too busy with daily survival to bother with it. The Illiterate Hindrance is very common, but in Rifts® has no effect on the ability with basic math, which is applied in everyday life.
- Loyal [Minor]: Encouraged by the C.S. in training, your character would give her life for her friends. This character can never leave another soldier behind if there’s any chance at all she could help.
- 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.
- Overconfident (Major): The hero believes she can do anything.
- 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.
- Restricted Paths: Dog Boys cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
- 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).