Player Name: Lars
Google Handle: Kesslan.eu@gmail.com
Character Name: Private Hunter F38C
Rank: Novice Experience: 5 (HC 10/1/17) Advances Left: 0
Race: Dogboy
Iconic Framework: CS Dogboy (MARS Variant)
Attributes: Agility d10, Smarts d8, Spirit d4, Strength d6, Vigor d4
Charisma: 0; Pace: 0; Parry: 6; Toughness: 4; Strain: 0
Skills:
- Driving (Agility) d4
Fighting (Agility) d8
Intimidation (Spirit) d4
Knowledge: Electronics (Smarts) d4
Notice (Smarts) d8
Shooting (Agility) d10
Stealth: (Agility) d10
Survival (Smarts) d8
Throwing (Agility) d8
Tracking (Smarts) d6
- Outsider: Dog Boys are awkward around human populations, and people outside the CS may be frightened of them because they are so closely identified with that regime. They have the Outsider Hindrance and a −2 Charisma with everyone except other Dog Boys.
- Vow: Serve the CS [Minor]: Everyone who is a part of the formal CS Military and Security forces takes an oath to serve and protect the Coalition against all comers. You feel strongly about this, but it is not as dear as breathing to you.
- Weakness: Ley Line Hypersensitivity [Minor]: 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),but their Fatigue requires an hour to recover after the storm ends.
- Bloodthirsty [Major]: Your hero never takes prisoners unless under the direct supervision of a superior. This can cause major problems in a military campaign unless his superiors condone that sort of thing. Your killer suffers –4 to his Charisma, but only if his cruel habits are known.
- Quirk: Distrust/Dislike D-Bees [Minor]: A common hindrance among the CS, especially front line troops who have had kids using magic decimate them, or have watched the kids and old folks of certain D-bees rip a man apart. It changes how you see the world.
- 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.
Edges [Racial]
- Breed Advantage (Tracking Breed): The Dog Boy gains an additional +2 on all Tracking rolls.
- Keen Sense of Smell: Dog Boys have a sense of smell similar to their canine counterparts. They gain a +2 bonus on Notice checks based on smell, as well as +2 on all Tracking rolls.
- Natural Weapons: Dog Boys bite for Str+d6 damage.
- Psychich Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. They use the Notice skill (with their Keen Sense of Smell bonus) to detect the presence and location of psychic or magic energies, beings, or items. They can also use the Tracking skill (also with the Keen Sense of Smell bonus) to follow a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Dog Boy uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on page 60.
- Alertness: Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
- Trademark Weapon (CV-212): The hero knows one unique weapon (Fetcher) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A herocan take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the herocan replace it, but the benefit of the Edge doesn’t kick in for two game weeks.
- Sniper: You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.
- Strong Willed: Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks
- Basic Demolition Education Course: This character can set pre-programmed demo charges with a Common Knowledge Roll as long as someone with Knowledge (Demolitions) Sets the charges up and tells the character where to place it (successful roll on Knowledge (Demolitions))