Dog Boy Power Armor Ace

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Radecliffe
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Dog Boy Power Armor Ace

Post by Radecliffe »

Fortune & Glory
2d20: [9, 20] = 29

Hero's Journey
3d20: [7, 9, 4] = 20

Wealth
2d4: [3, 1] = 4
4d6: [5, 2, 2, 3] = 12
Last edited by Radecliffe on Fri Aug 05, 2022 1:04 pm, edited 1 time in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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Re: Dog Boy Power Armor Ace

Post by Radecliffe »

Rex
Seasoned Male Dog Boy, MARS Power Armor Ace

Iconic Framework: MARS Power Armor Ace

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6 / d12+2, Vigor d8
Pace: 6 / 12; Parry: 7; Toughness: 11(5) / 21 (9 M.D.C.); Size: Normal (0) / Normal (1); Strain: 8/8
Current Wealth: 3,200 cr

Skills
Agility
Athletics d6
Fighting d10
Piloting d6
Shooting d10
Stealth d6 (-1 in PA)

Smarts
Common Knowledge d6
Electronics d6
Language (American) d8
Notice d8 (+2 in PA | +2 to Smell/Hearing not in PA)
Repair d6
Survival d6 (+4 to Tracking when not in PA)

Spirit
Persuasion d4 (-1 with helmet on)

Hindrances
Heroic
Loyal
Vengeful (minor)
Wanted (Minor): There is a standing Coalition bounty for bringing in "feral" Dog Boys.

Edges
Ambidextrous
Breed Advantage (Tough)
Breed Advantage (Tracking)
Combat Ace
Dodge
Level Headed
Nerves of Steel
Power Armor Jock
Quick
Soldier
Strong Willed

Armor
DPM 101 Dog Pack Light Riot (Armor 5)
NG DX-001 Thunder Hound Dog Boy Power Armor (Armor 9)

Weapons
Unarmed (Range Melee, Damage Str)
Bite (Range Melee, Damage Str+d6)
Retractable Vibro-blade (Right Arm) (Range Melee, Damage Str+d8, AP 8, M.D.C.)
Retractable Vibro-blade (Left Arm) (Range Melee, Damage Str+d8, AP 8, M.D.C.)
NG DX-011 Vibro-Chainsaw Sword (Range Melee, Damage Str+3d4+3, AP 4, M.D.C.)
Survival Knife (Range Melee, Damage Str+d4)
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Wooden Stakes (Range Melee, Damage Str+d4)

Gear
NG-S2 Survival Pack
Tool Kit
Wooden Cross

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.

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)
Power Armor Jock: Begin with Electronics d6, Piloting d6, plus the Combat Ace and Power Armor Jock Edges.
Evasive Maneuvers: While piloting power armor the ace gains the Nimble ability, or Uncanny Reflexes if the armor is already Nimble.
4 Advances: MARS Packages start with 4 advances at Seasoned


Advances
Novice
  • Edge: Breed Advantage (Tracking)
  • Raise Attribute: Spirit
  • Raise Skills: Shooting/Survival
Seasoned
  • Edge: Level Headed
  • Raise Attribute: Spirit
------------------

Current Load: 37.25 (501)
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
Last edited by Radecliffe on Thu Jun 30, 2022 9:15 am, edited 5 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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NG DX-001 Thunder Hound Power Armor

Post by Radecliffe »

Size: 1
Armor: +9 MDC
Toughness: +4
STR: d12+2
Pace: 14 + d10 (90 MPH)
Jump Boosters: (+8" Horizontal, +4" vertical)
Nimble
Wt. 440 lbs
Cost: 975,000

Weapons
Retractable Vibro-Blades x 2 (Forearms - use Vibro-Shortsword)
NG DX-011 Silver Plated Vibro-Chainsaw Sword (reskin WI-C6 "Chain Sword")
May use handheld weapons as appropriate
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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