[*] Code of Honor (Major): Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor. (Racial) [-2]
[*] Distinctive D-Bee (Major): While Wolfen are generally humanoid in form they share a great many features with that of wolves and could never pass for human and therefore are subject to extreme prejudice in any CS Territory. Wolfen suffer suffer –2 Persuasion when dealing with CS or CS sympathizers. (Racial) [-2]
[*] Non-Standard Build: The Wolfen has unique proportions which make commonly available equipment problematic. The character suffers –2 to Trait rolls when using equipment that wasn’t specifically designed for a Wolfen (including weapons and vehicles) and cannot wear commonly available armor or clothing, which must be custom-designed and fitted—at least tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option for this race, neither is power armor built for a normal-sized humanoid frame. Equipment and food cost double the listed price. Any Starting Gear is assumed to be custom-built for the character.
This entry includes the penalties from Big, see Negative Racial Abilities in Savage Worlds. [-2]
Non-Standard Physiology
Due to their size and partial canine physiology, Wolfen find it difficult to find armor he can use. Purchases and repairs are at least doubled in cost, and there’s no way he can manage a Glitter Boy suit or other power armor built for a typical humanoid frame.
He also suffers −2 to checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
[*] Bite: The race has fangs that cause Strength+d4 damage. [1]
[*] Claws: The race has claws that cause Str+d4 damage. [2]
Natural Weaponry
: Wolfen possess sharp teeth and claws which do Strength + d6 damage.
[*] Keen Sense of Hearing: Wolfen have exceptional canine hearing, +2 to sound-based Notice checks.
[*] Keen Sense of Smell: Wolfen have an excellent sense of smell—gain a +2 to smell-based Notice checks and +2 on all Survival (tracking) rolls.
[*] Size +1: The wolfen is larger than normal. Each point of Size adds directly to Toughness and increases maximum Strength one step. [1]
[*] Superior Strength: Wolfen are powerfully built and start with a d6 Strength. [2]
[*] Swift: Pace: A Wolfen’s Pace is increased by +2 and his running die is increased a die type. [2]
MARS Headhunter/Techno Warrior
MARS Fortune & Glory
Roll (1d12) [dice:2fbzbdf5]55085:0[/dice:2fbzbdf5] [8] Vigorous and Tough: INC 1 die type for Vigor; Nerves of Steel Edge
Overconfident (Major): Maybe it is his size. Maybe it is past. Maybe because he is a Wolfen. Whatever the reason he always in the thick of things.
Wanted (Minor): Coalition States: Lone Star. Scrapped a few too many pieces of their equipment to go unnoticed.
Loyal (Minor): Whether Northern Gun, the Black Market, or now the 18th COT, his loyalty is not questionable once he has found a reason to be among or with an organization.
Edges
Nerves of Steel: Ignore 1 Level of Wound penalties
Trademark Weapon: Vibro Blade Vembraces: +1 to Fighting; +1 to Parry
Quick: Redraw any Action Card of Five or Less.
Iron Jaw: Silverclaws adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows
Soldier: Encumberance is 1 STR die higher; Strength is 1 die higher when considering Minimum Strength requirements.
Upgradeable: INC Max Strain by 6.
New Edge: brief description
Iconic Abilities
1. Select a M.A.R.S. Package from the list below. [Headhunter/Techno-Warrior/Cyber-Wolfen]
2. Roll on the M.A.R.S. Fortune & Glory Table (page @@) one time possibly modified by package.
3. M.A.R.S. heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
Begin with the Iron Jaw, Soldier, and Upgradable Edges.
Select 6 total Strain in cybernetic systems.
Begin with standard Starting Gear substituting a set of Bushman EBA, plus a Vibro-Shortsword and NG-LG6 Laser Rifle & Launcher.
Racial Abilities
Code of Honor (Major): Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor. (Racial)
Distinctive D-Bee: While Wolfen are generally humanoid in form they share a great many features with that of wolves and could never pass for human and therefore are subject to extreme prejudice in any CS Territory. Wolfen suffer suffer –2 Persuasion when dealing with CS or CS sympathizers. (Racial)
Non-Standard Build: Non-Standard Build: The species has unique proportions which make commonly available equipment problematic. The character suffers –2 to Trait rolls when using equipment that wasn’t specifically designed for his race (including weapons and vehicles) and cannot wear commonly available armor or clothing, which must be custom-designed and fitted—at least tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option for this race, neither is power armor built for a normal-sized humanoid frame. Equipment and food cost double the listed price. Any Starting Gear is assumed to be custom-built for the character. This entry includes the penalties from Big, see Negative Racial Abilities in Savage Worlds.
Bite: The race has fangs that cause Strength+d4 damage.
Claws: The race has claws that cause Strength+d4 damage.
Keen Sense of Hearing: Wolfen have exceptional canine hearing, +2 to sound-based Notice checks.
Keen Sense of Smell: Wolfen have an excellent sense of smell—gain a +2 to smell-based Notice checks and +2 on all Survival (tracking) rolls.
Size +1: The wolfen is larger than normal. Each point of Size adds directly to Toughness and increases maximum Strength one step.
Superior Strength: Wolfen are powerfully built and start with a d6 Strength.
Swift: Pace: A Wolfen’s Pace is increased by +2 and his running die is increased a die type.
Cost per Application: see Specific Weapon. Strain per Application: see Specific Weapon.
Core Electronic Package - (1/1) - Strain: 1
+2 to associated Common Knowledge, Electronics, Hacking, Research, and Repair rolls.
Radio w/ 20 mile radius.
Iconic Framework (Free Cyber)
Cost per Application: 22,000 cr Strain per Application: 1
Cyber Wired Reflexes - (2/U) - Strain: 2
INC AGI 1 die step per application
Iconic Framework (Free Cyber)
Filthy Rich (Cybernetics Table) [4]
Cost per Application: 12,000 cr Strain per Application: 1
Embedded Combat Coding - (1/U) - Strain: 2
Two Fisted - If a character makes a Fighting attack with one action and another from a different hand
in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104).
Seasoned 1 - Upgrade
Cost per Application: 50,000 cr Strain per Application: 2
Hand-to-Hand Reaction Wiring - (1/1) - Strain: 1
+2 to all Fighting Checks
+1 to Parry
Iconic Framework (Free Cyber)
Cost per Application: 30,000 cr Strain per Application: 1
Leg Upgrades - (1/U) - Strain: 1
+2 Pace
+1" jumping distance
Rich (Cybernetics Table) [5 - 6]
Cost per Application: 30,000 cr Strain per Application: 1
Load-Bearing Reinforcement - (1/1) - Strain: 1
Encumberance is 1 STR die higher.
Iconic Framework (Free Cyber)
Cost per Application: 120,000 cr Strain per Application: 1
Synthetic Organ Replacement - (2/U) - Strain: 3
INC VIG 1 die step per application
Iconic Framework (Free Cyber)
Rich (Cybernetics Table) [15]
Filthy Rich (Cybernetics Table) [15]
Cost per Application: 100,000 cr Strain per Application: 1
[*] [b]Name [/b] - ([size=85][color=#ff0000]how many times selected, i.e. 1[/color][/size]) - [b]Strain[/b]: 0
[list]
[*][size=85][color=#ff0000]Abilities and bonuses[/color][/size]
[u]Cost per Application:[/u] 9,000 cr
[u]Strain per Application:[/u]
[/list]