Seasoned Male Kill Cat, MARS Commando
Iconic Framework: MARS Commando
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12, Vigor d12
Skills: Athletics d12 (+2 to swim), Common Knowledge d6, Fighting d12, Intimidation d6, Language (Native) d8, Language (Spanish) d6, Notice d8, Persuasion d4, Shooting d12, Stealth d10, Survival d8
Pace: 8; Running Die: d8; Parry: 8, +1 w/Catnip or L-20; Toughness: 21 (5); Size: Normal (2)
Strain: 8/8
Hindrances: Bloodthirsty, Curious, Driven (major, be the best mutant animal in the service), Illiterate (setting Hindrance), Heroic, Quirk (never uses a safety), Wanted (major, Federation of Magic)
Edges: Assassin, Brawler, Brawny, Breed Advantage (Agile, Fast, Tough, Water), Conditioned, Dodge, Marksman, Nerves of Steel, Quick, Sharpshooting, Soldier, Take 'Em Down, Improved Take 'Em Down, Trademark Weapon (Nip)
Armor: Urban Warrior Tactical Medium EBA (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str+d4), Bite (Range Melee, Damage Str+d6), Catnip: a heavily modified TX-30 Ion Pulse Rifle (Signature Item) (Range 20/40/80, Damage 1-3d10, ROF 3, M.D.C., HJ results 7, 14, and 17), Claws (Range Melee, Damage Str+d8), GAW Throwback(Patron Item) loaded with silver buckshot; L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, ROF 3, AP 2, M.D.C.), NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 1-3d8+2, ROF 1), Short Sword (Silver) (Str+d6), Survival Knife (Range Melee, Damage Str+d4), Vibro-Bayonet (Range Melee, Damage Str+d8, AP 8, M.D.C., Reach 1, +1 Parry), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: CAF Elite Harness w/Built-In IRMSS (Patron Item), NG-S2 Survival Pack, Shotgun Shells (Silver Buckshot, x100), Wooden Cross, NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Language: Native (native, d8)
Current Wealth: 900 cr
Special Abilities
- Bite/Claws: Kill Cats have claws and teeth dealing Str+d6 damage.
- Breed Advantage: Various species of cats provide distinct genetic advantages that can express over time.
- Bloodthirsty: Potential enemies are much less likely to negotiate or give quarter, and allies are consistently shocked by the violent measures that come naturally to the mutant predators.
- Curious: Has the Curious Hindrance.
- Hyperactive: Suffer a −1 to all Smarts rolls (but not linked skills) as their minds wander, fighting their instinctive need to hunt.
- Keen Sense of Hearing: They gain a +2 bonus on hearing-based Notice checks.
- Leaper: Mutant felines can jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap.
- Low Light Vision: Mutant cats ignore Dim or Dark Illumination penalties.
- Mutant: Initial Reactions typically start at uncooperative, except possibly other GED mutants and physically similar D-Bees.
- Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
- Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
- Powerfully Built: Begin with Agility d6 and Strength d6, Agility Trait maximums is d12+1, while Strength is d12+3.
- Restricted Paths: Cannot take any Arcane Background using PPE or Iconic Framework including it.
- Size +2: Kill Cats are Size +2, giving them +2 Toughness and increasing their maximum Strength two steps.
- Wanted (Major): FOM forces will put him down, if they can.
- Languages Known: Native (native, d8)
- MARS Advances: Commandoes begin as Seasoned heroes
- Commando Attributes: +1 Spirit and +1 Vigor, adjust Trait maximums accordingly.
- Commando Skills: Athletics d6, Fighting d4, Shooting d4, and Survival d4.
- Commando Edges: Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges.
- Who Dare, Wins: Use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. +2 bonus to parachuting, rappelling, and similar daring moves.
- Focused Training: Make two fewer rolls on the Hero's Journey tables.
- Dedicated Arrogance: Begin with either the Loyal or Quirk Hindrance for no added benefit.
- Climber (Hero's Journey): +2 to all Athletics rolls involving climbing
Advances
Novice Advances
- Raise Attribute: Spirit
- Edge: Breed Advantage (Fast)
- Raise Skills: Athletics/Stealth
- Edge: Quick
- Raise Attribute: Vigor
- Edge: Take 'Em Down
- Edge: Breed Advantage (Agile)
- Edge: Improved Take 'Em Down
- Skills: Fighting to d12, Shooting to d12
- Edge: Breed Advantage (Water)
- Attribute: Smarts to d8
- Skills: Survival d8, Athletics d12
Current Load: 54.25 (251)
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
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