Bosco - Dog Boy Wilderness Scout

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Bosco
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Joined: Sat Oct 23, 2021 9:47 pm

Bosco - Dog Boy Wilderness Scout

Post by Bosco »

MARS 2d20 HJ 3d20: [8, 7]+[2, 5, 1] = 23
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Stoic
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Re: Dog Boy

Post by Stoic »

Bosco
Seasoned Male Dog Boy, MARS Wilderness Scout

Iconic Framework: MARS Wilderness Scout

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d8
Skills: Academics d6, Athletics d8, Common Knowledge d8, Fighting d8, Intimidation d8+2, Language (American) d8, Notice d10, Occult d6, Persuasion d4-1, Shooting d8, Stealth d8, Survival d10+2, Thievery d8+1
Pace: 8; Running Die: d8; Parry: 6; Toughness: 13 (5)
Strain: 8/8
Hindrances: Driven (minor, ), Mean, Ruthless (minor), Vow (minor, )
Edges: Brave, Breed Advantage (Tracking), Dirty Fighter, Fleet-Footed, Hunter, Improved Arcane Resistance, Killer Instinct,Menacing, Nerves of Steel, Strong Willed, Thief, Woodsman
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Bite (Range Melee, Damage Str+d6), JA-11 Juicer Assassin Energy Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 4), Survival Knife (Range Melee, Damage Str+d4), Vibro-Shortsword (Range Melee, Damage Str+d8, AP 8, M.D.C.), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: American (native, d8)
Current Wealth: 0 cr

Special 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).

Languages Known: American (native, d8)
Add one die type to Vigor:
Survivalist: Begin with Athletics d6, Common Knowledge d6, Notice d8, Stealth d6, and Survival d8.
Woodsman: Begin with the Fleet-Footed and Woodsman Edges.
Mars Advances: Wilderness Scouts begin as Seasoned heroes.


Advances
Novice Advances
Raise Attribute: SmartsRaise Skills: Notice/SurvivalEdge: BraveSeasoned Advances
Raise Attribute: SpiritEdge: Arcane ResistanceEdge: MenacingEdge: Improved Arcane Resistance
Edge: Killer Instinct
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Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal
GM Bennies 9/9
Wild Card Bennies ?
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