Roxy the EOD Specialist (The Great Mississippi Star Heist Pregen)

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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Roxy the EOD Specialist (The Great Mississippi Star Heist Pregen)

Post by High Command »

1: Agile and Dextrous
2: Smart and Learned
3: Spiritual and Determined
4: Strong and Powerful
5: Vigorous and Tough
6: Wealthy and Connected
7: Shiny and Chrome
8: Fortune Favors the Bold

Savage Bot — Today (11/22) at 6:38 PM
2d8: 4 + 4
Reroll second 4
1d8: 7
Savage Bot — Today (11/22/21) at 6:40 PM
2d20: 14 + 9
4d6*100: (6 + 3 + 6 + 5) * 100 = 2000
2d4*500: (2 + 2) * 500 = 2000
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Roxy the EOD Specialist

Post by High Command »

Roxy
dogboy tech.png
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Seasoned Female Dog Boy, MARS EOD Specialist

Iconic Framework: MARS EOD Specialist
Background
Roxy is a quiet, inquisitive pup, but also one prone to insane heroics once she's got an idea in her head, and it will usually involve fixing something, blowing something up, or figuring out a way to talk someone into it.


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Common Knowledge d6+2, Electronics d10+2, Fighting d6, Language (American) d8, Notice d10, Persuasion d6, Repair d10+2, Science d10, Shooting d6, Stealth d6, Survival d6, Thievery d6
Pace: 6; Parry: 5; Toughness: 17 (7)
Strain: 7/10
Hindrances: Impulsive, Loyal, Quirk (Shy until it's time to gush about an idea)
Edges: Brawny, Breed Advantage (Agile), Conditioned, Demolitionist, Expert Demolitionist, Scrounger, Streetwise, Take 'Em Down
Armor: Armored Cloak (Armor 2), Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Bite (Range Melee, Damage Str+d6), 3x Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.), 2x MD Plastique (Range Melee, Damage 6d6, ROF 1, M.D.C.), NG Super Laser Pistol (Range 12/24/48, Damage 3d6+1, ROF 1, AP 2), 2x Smoke Grenades (Range 5/1-/2-, Damage -, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Knife (Range Melee, Damage Str+d6, AP 6, M.D.C.), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Lock Pick Release Gun, NG-S2 Survival Pack (Contains: Wooden Cross), Tool Kit (Electronics), Tool Kit (Repair)
Language: American (native, d8)
Current Wealth: 1,000 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)
  • MARS Advances: EOD Specialists begin as Seasoned heroes
  • EOD Specialist Skills: Repair d6, Thievery d4, Survival d4. Electronics d6, and Science d6.
  • EOD Specialist Edges: Conditioned, Demolitionst, Expert Demolitionist, and Take 'Em Down Edges.
  • Spicy Home Cooking: May roll Repair to manufacture explosive devices. The EOD Specialist can upgrade the damage of explosive devices with a Science check—a success adds an extra die of damage, and a raise allows a free reroll of the damage.
  • Hero's Journey: Make one less roll on the Hero's Journey tables.
  • Restricted Hindrances: Cannot take the All Thumbs or Illiterate Hindrances.
  • Forgery (Hero's Journey): Good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in forgery (treat as Common Knowledge), with a +2 to related checks

Cyberware
  • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Synthetic Organ Replacement (1 strain, Custom): Raise Vigor one die step.
  • Bionic Strength Augmentation (1 strain, Custom): Raise Strength one die step

Advances
Novice Advances
  • Raise Skills: Electronics/Repair
  • Raise Skills: Notice/Science
  • Raise Attribute: Spirit
Seasoned Advances
  • Edge: Scrounger
Current Load (normal/combat): 74 / 53 (101)
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

Created with Savaged.us
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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