Tito, M.A.R.S. Dog Boy Super Soldier (New West)

"Go west, young man" - Horace Greeley
GM: Tribe of One
Post Reply
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

Roll Sheet
FG
[dice:3p7qtxmr]43407:1[/dice:3p7qtxmr]
[dice:3p7qtxmr]43407:0[/dice:3p7qtxmr]
[dice:3p7qtxmr]43407:2[/dice:3p7qtxmr]

HJ
[dice:3p7qtxmr]43407:4[/dice:3p7qtxmr]
[dice:3p7qtxmr]43407:3[/dice:3p7qtxmr]
[dice:3p7qtxmr]43407:5[/dice:3p7qtxmr]

Narrative Hook
[dice:3p7qtxmr]43407:6[/dice:3p7qtxmr]

Credits: N/A
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier

Post by Tito »

Character Sheet

Player Name: Derrick Smith
Google Handle: DSmith8807

Tito
Rank: Veteran Experience: 41 Advances Left: 0
Race: Dog Boy (Chihuahua)
Iconic Framework: MARS Super Soldier
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12/d12+4, Vigor d8/d10
Charisma: -2; Pace: 6; Parry: 8; Toughness: 17(5)/20(5); Strain: 0/6
Skills
  • Fighting d12
  • Intimidation d6+2
  • Knowledge (Arcana) d6
  • Notice d8 (+2 Smell)
  • Shooting d8
  • Stealth d6 (+2 Wilderness)
  • Streetwise d6
  • Survival d8 (+2 Wilderness)
  • Taunt d6+2
  • Tracking d8+2 (+2 Wilderness)
Hindrances
  • Little Guy Syndrome (Overconfident; Major): There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
    • Alpha Male (Arrogant; Extra Major): Your hero doesn’t think he’s the best—he knows he is. Whatever it is—swordsmanship, kung fu, running—few compare to his skills and he flaunts it every chance he gets.

      Winning just isn’t enough for your hero. He must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.

      Arrogant heroes always look for the “boss” in battle, attacking lesser minions only if they get in the way.
  • Small (Major; IF): As a Chihuhua breed Dog boy, Tito is Size -1 resulting in a -1 penalty to Toughness.
  • Quirk (Minor): Tito constantly talks. He doesn’t let secrets slip easily, but he just can’t seem to keep quiet.
  • Loyal (Minor): Would willingly endanger self to save a friend.
  • Vengeful (Minor): Your character always attempts to right a wrong he feels was done to him. If this is a Minor Hindrance, he usually seeks vengeance legally. The type and immediacy of his vengeance varies by character, of course.

Edges
  • Battle Hardened (Patron): +2 to all Soak rolls.
  • Berserk (I1): Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go Berserk.

    While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.

    Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.

    The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at –2.
  • Breed Advantage (Gargoyle Strength; N2): +1 die type to strength, raises attribute max. by 1 step.
  • Frenzy (I2): Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks.

    A character armed with two weapons still only makes one extra attack.
  • Elan: +2 to the total when rerolling traits with a Benny.
  • Level Headed (HJ): Draw an extra initiative card and act upon the best of the draw.
  • Power Points (N1): +2 PP
  • Power Points (S1): +2 PP
  • Power Points (V1): +2 PP
  • Quick (FG): If dealt 5 or less for initiative, redraw until greater than 5. Combos with (I)LH.
  • Rock and Roll! (S2): Some veteran shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge does not move, he may ignore the recoil penalty for firing a weaponon full automatic.
  • Strong Willed (FG): +2 to Taunt/Intimidation; +2 to Smarts/Spirit vs Test of Wills.
  • Woodsman (HJ): +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins or underground)
Last edited by Tito on Sun Oct 20, 2019 8:34 am, edited 4 times in total.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier

Post by Tito »

Powers
Arcane Background: MARS SPC Super Powers
PP: 18/18

Chihuagoyle Form
Chihuagoyle Form
Chihuagoyle Form
9B82CFF9-FC3B-4F63-9531-B66E9BE7A466.jpeg (12.69 KiB) Viewed 12732 times
Tito is the result of a Lonestar experiment in creating dog boys with the characteristics of demonic (sub)species - specifically for Tito: Gargoyle. The delicate balance between Dog Boy and Gargoyle can be pushed towards Gargoyle when Tito has great need for it. It costs his entire action as the transformation takes a moment to complete.

Chihuagoyle form gains scaley reptilian hide, increased size and strength, as well as (mostly) vestigial wings. Using his wings in Chihuagoyle form, Tito can leap great distances, or even scale great heights if there are obstacles to leap between. Finally, the wings can be used to safely glide down short distances without taking fall damage.

Growth 2 [5 PP] (3 PP; Slow to Activate -1)
  • Leaping 4 [5 PP] (1 PP; Bounce +1, Death From Above +1, Contingent -1)
  • Super Strength 2 [2 PP] (2 PP; Requires Activation -1, Contingent -1)
  • Super Vigor 1 [1 PP] (2 PP; Requires Activation -1, Contingent -1)
Gargoyle Genetics
Tito benefits from an increased regeneration factor and a sturdier frame in either form.
Regrowth 1 [5 PP] (2 PP; Recovery +1 PP, Regrowth +2 PP)
Toughness 2 [2 PP; +2 Toughness] (1 PP)
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier

Post by Tito »

Background
Tito is a Chihuahua breed Dog Boy spliced with Gargoyle DNA through experimentation in Lone Star. He was initially deemed a failure. He appears as a normal dog boy with tan chihuahua features. The only exception are his eyes which are yellow and reptilian.

He exhibited an unusually high regeneration factor and sturdier frame and bone structure than typical dog boys, but no other changes were observable. As a Chihuahua breed, Tito was smaller than other Dog Boys and even humans, so he had to be quick on his feet and work harder than the others to keep up.

His regeneration factor meant that his body needed little time to recover and over-exhaustion wasn't an issue. He litterally only stopped training long enough to eat or sleep. The results were impressive: Tito became one of the most physically powerful dog boys on Lone Star record.

Around the time Tito broke the records, he turned 18. Some combination of physical ability, maturity, and mental trauma combined together to unlock Tito's hidden potential: Chihuagoyle form.

He and two of his other friends deemed as "failures" got on the wrong end of a guard patrol's batons. Tito transformed from 5' to 8.5', his fur fell off and revealed tough, scaly reptile hide, and malformed wings sprouted out of his back. He literally kicked the guards away, sending them several yards in either direction, scooped his friends up in either arm, and ran away.

He used his wings to help him jump the fence, and then they were free. They were overtaken by a squad of guards lead by a combat cyborg. Without any weapons, his friends were defenseless - but not Tito. He used his new size and strength to disable the guards. The cyborg was tougher, but he managed to disable it too.

Luckily, they were ordered not to kill the valuable specimen, or Tito might never have escaped. They looted the guards' gear, Tito took a mini railgun and a chain greatsword from the cyborg being he was the only one who could use them, and ran as far as they could from Lone star.

One of Tito's friends didn't make it. They had to evade several CS squads sent to retrieve them, and one squad took his friend. It was a hard decision, but the two decided to keep running. Not too long after that, Tito decided to split up. He knew they were after him, not his friend, and he didn't want to see another friend captured by the CS.

Tito drug himself into Black Mesa shortly after that. What clothing he had worn from Lone Star are mostly in tatters. He picked up a fancy duster a couple sizes to big for him somewhere along the way, and it drags the ground behind him. He is likely the most muscle-bound and completely ripped biological being anyone in town has ever seen that is without any kind of cybernetic or bionic enhancements.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier

Post by Tito »

Gear (158/84 or 158/1400)

Vibro-Blade Vambraces (1/2 Minor, 0/3 Major Tinker Modifications)
Image
  • Str+d8 Mega Damage, AP 4.
  • +1 Parry.
  • Minor Trapping: Designed to conform to Tito's size in relation to his Chihuagoyle Form power.
  • Requires d8 Agility, must be worn as a pair.
  • Weight: 8
  • Cost: 11000
Mangler (Chain Greatsword) - Not Carried
Image
  • Str+2d10 Mega Damage, AP 2
  • Weight: 22
  • Cost: 18,500
Whomper
Whomper.png
Whomper.png (46.1 KiB) Viewed 12698 times
Tito found this massive hammer underneath a 'Borg when helping haul the loot to Marron. It contains a trigger in the handle which generates an intense electrical charge in the head of the maul. Whomper stuns living biological beings by interfering with their nervous system. It also passively absorbs electricity, ion and related energy forms.
  • Str+1d8+1d6 Mega Damage
  • Stun: As part of any fighting roll with Whomper, Tito may pull the maul's trigger when he connects with a successful fighting attack (or touch attack) to activate stun. If the attack connects, the victim must make a Vigor roll at -2 or be Shaken. If Tito wins with a raise, the victim is Incapacitated on a failure.
    • Incapacitated targets make a Vigor roll at -2 each round to revive. Success means they revive but are Shaken and recover on the next round as usual. On a raise, they revive instantly, not shaken.
    • Whomper uses an e-clip to power it's stunning effect. Stun may be used 20 times per e-clip. Additionally, each wound absorbed by Whomper refills 1 shot to the e-clip. When the e-clip is empty, stun will not work until a new one is loaded.
    • Shots: 19/20
  • Tito makes a Vigor roll when wounded by electricity, ion and related energy forms. Each success and raise eliminates a wound. (Though it works the same, this is not a soak roll)
  • +4 Toughness against Electric, ion, and related energy forms, and add +4 to rolls made to resist opposed rolls or effects of that type. The wielder's generally immune to all but the most intense background effects of of that type as well.
  • Notes: Raise Damage d10, 2 hands
  • Weight: 24 lbs
  • Cost: 160000
Whoop-Ass (Mini Railgun/TX-50 Light Railgun; Tinkering: 1/2 Minor, Major: 1/3)
Image
Tito’s Whoop-Ass is a modified Mini Railgun. Due to his unique nature, its a little too big for him to use in his Dog Boy form. One of his fellow escapees had a knack for tinkering with machines, and was able to modify it to be more useful for Tito. Whoop-Ass has a toggle switch which extends or retracts the barrels and stock of the railgun to be more manageable by smaller or larger sized wielders.
  • 2d8+4 Mega Damage, AP 6
  • 75/150/300
  • RoF: 4
  • Min Str d12+1
  • Free Action to toggle mode switch.
    • 2d8+2 Mega Damage, AP 4
    • 75/150/300
    • RoF: 4
    • Min Str d8
  • Shots: 32/32
  • Mods: 2 (100 lbs; Reduced by 1/2)
  • Cost: 50000
SFD Huntsman Lightweight Personal Armor (Tinkering: 1/2 Minor, 0/3 Major)
A light suit of armor looted off some skeletal remains halfway to Black Mesa. It's mostly intact and fully functional. Tito's friend modified it for him so that the armor overlaps somewhat in Dog Boy form, but is still functional. Then it stretches to grow with him into Chihuagoyle form.
  • +5 Armor, +1 Toughness
  • Basic (5 mi) comms
  • Offsets illumination penalties by 2 and grants +2 to resist blinding attacks.
  • Minor Trapping: Designed to conform to Tito's size in relation to his Chihuagoyle Form power.
  • Weight: 16 lbs, Min Str d6
  • Cost: 24000
Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
  • +1 Toughness (in Savage Rifts, this stacks with other all sources of toughness per VV)
  • Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
  • No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment: Whoop-Ass Ammo Canister (32/23; 5000)
• Attachment: Whoop-Ass Ammo Canister (32/32; 5000)
• Attachment: Whoop-Ass Ammo Canister (32/32; 5000)
• Attachment: Whoop-Ass Ammo Canister (32/32; 5000)
• Attachment: Whoop-Ass Ammo Canister (32/32; 5000)
• Attachment: Short E-Clip (20/20; 5000)
• Attachment: Short E-Clip (20/20; 5000)
• Attachment: Short E-Clip (20/20; 5000)

Talisman of Marduk (Patron Item)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
  • Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
  • Gain +1 to Toughness and the Battle Hardened edge. If the hero has this edge, instead increase it's bonus by 1.
  • Magical Resistance: The Talisman protects its wearer from harmful magical effects. The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance and Improved Arcane Resistance.
  • Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day. The character gets the use of the Linguist edge.
  • Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen. The wearer gains the Clairvoyance power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour.
Credits: 49000

Contacts
?
Last edited by Tito on Sun Nov 11, 2018 6:44 pm, edited 3 times in total.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier

Post by Tito »

Advances

Attributes
Agility: d8 (1, 1 FG)
Smarts: d6 (0, 1 FG)
Spirit: d6 (0; 1 FG)
Strength: d12 (2, N2, N3)
Vigor: d8 (2)

Skills (15 + 5 Combat + 3 Smarts-Linked d6)
  • Fighting d12 (2, 5 HJ; Ag)
  • Intimidation d6+2 (2; Sp)
  • Notice d8 (2, Free d6 [FG]; Sm)
  • Shooting d8 (3; Ag)
  • Stealth d6 (2; Ag)
  • Streetwise d6 (2; Sm)
  • Survival d6 (Free d6 [FG]; Sm)
  • Taunt d6+2 (2; Sp)
  • Tracking d6 (Free d6 [FG]; Sm)
Dog Boy Racial Statistics
  • 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. After creation, the Dog Boy may take the Edge again at Novice Rank.
    • Gargoyle Toughness (Tough Breed): +2 to Toughness
  • Keen Sense of Smell: +2 to Notice checks based on smell as well as all Tracking rolls.
  • Natural Weapons: Dog Boys bite for Str+d6 damage.
  • 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.
  • Psychic 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 DogBoy uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on page 60.
  • Restricted Paths: Inherent psionic limitations make arcane magic impossible. Dog Boys cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
  • Wanted Hindrance (Minor): Dog Boys operating outside of CS control are wanted by the Coalition, and there’s always a fair bounty for bringing one in.
  • 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), but their Fatigue requires an hour to recover after the storm ends.
M.A.R.S. Super Soldier
  • Three rolls on the Fortune & Glory table.
  • Three rolls on any Hero’s Journey tables which make sense.
  • Gain 20 Experience Points and the advances which come with them.
  • Choose any race the GM approves.
  • Gain AB (Super Powers - SPC) and 12 PP with PL of 10.
  • Mutation: May choose one Major, two Minor or two points of negative racial traits to gain an additional 2 PP. This replaces the normal Super Karma option.
  • Starting Gear: Begin with the starting gear of any one IF of your choosing.
Table Rolls
MARS Fortune & Glory
  • (4): Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • (5): Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • (6): Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
Hero’s Journey
  • Experience & Widom (9): A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.
  • Ranged Weapons (2): Add any Personal Ranged Weapon listed in this book to your character’s gear list. Apply all other results from rolling on this table to your new weapon as you wish. TX-50 Light Rail Gun
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time,your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Advances
  • Initial Advances 1: Berserk
  • Initial Advances 2: Frenzy
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: Breed Advantage (Gargoyle Strength)
  • Novice 3 Advance: Strength d12
  • Seasoned 1 Advance: Power Points
  • Seasoned 2 Advance: Rock and Roll!
  • Seasoned 3 Advance: Knowledge (Arcana) d4
  • Seasoned 4 Advance: Elan
  • Veteran 1 Advance: Power Points
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

Rewards for defeating the Blue Hand at the Battle of Marron.

HJ Training (8-9): While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.

Loot worth 100,000 in gear or credits.
Vibro-Blade Vambraces (11000)
  • Minor Tinker Modification (5000)
3 Whoop-Ass Ammo Cannisters (15000)
4 Short E-Clips (20000)
+49000 in Credits

Whomper (Veteran level Super Tech impact maul with 6 power points)
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

From Interlude:

+1 XP
+1 Red Benny (Adds +1d6 to any roll it is used for)
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

From Interlude:

+1 XP
+1 Benny next Quarter
Enter next scene Berserk (assuming its combat oriented or somehow relevant)
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

+5 XP for Q4 2018
Knowledge (Arcana) d4 if allowed.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

Rewards
Gained Vengeful (Minor) hindrance from the Father.
Gained d4->d6 in K/Arcana from the Father.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

+1 XP for Q1 2019
+1 XP for Interlude.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

Interlude:
+1 XP
+1 Benny
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

Things I’m interested in:

Improved Frenzy, d4 k/arcana, smarts d8, d8 k/arcana, tribes DS edge for k/arcana, alertness, improved level headed, vigor d12, breed advantage vigor d12+1, breed advantage tracking(possibly a joker edge?)

Damn, that’s like 11 advances
Oh and power points

"I'd allow a Dog Boy (and Psi-Stalker) version of Danger Sense that only applied vs. supernatural or magic-using targets, but gave you a +2 to Kn: Arcana checks to ID magical scents." - Tribe 11/28/18 3:07 PM (Hangout)
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Tito, M.A.R.S. Dog Boy Super Soldier (New West)

Post by Tito »

Q3 2019
+1 XP
+1 Advance (5XP)
+Elan, +Power Points
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
Post Reply

Return to “Tomorrow Legion: 18th COT New West”