Runt
Background
Runt was a small pup, but he grew quick. When he made it through conditioning and into the army the training really filled his body out. By the time he was done growing, Runt was one of the largest dog boys in any pack. Toughest, too. They called him runt when he was a small pup, and they call him runt because he's intimidatingly large. Funny how people work.
He's also a survivor. Runt's first unit didn't last long. A patrol found him. He was missing an eye, riddled with bullet holes, suffering from burns and leaking blood from a gaping hole in his side where something went clean through him.
Command figured if someone could survive something like that and live to fight another day, they deserve the mega treatment. That was decades ago, and now Runt is a mega juicer and nearly unkillable. He's got a good head on his shoulders and keeps his eye out for trouble.
Runt is a boon to any unit, if only he could find one that was as hard to kill off as he is.
Description
Runt is a hulking slab of dogboy meat - one of the biggest in the dogpack. His body is criss crossed with scars, he is missing an eye and theres a nasty puckered crater in his side where something blew a chunk of flesh out of him.
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d12, Common Knowledge d8, Fighting d10, Language (Native) d8, Notice d8, Persuasion d4, Shooting d6, Stealth d6, Survival d6
Pace: 14; Running Die: d8; Parry: 7; Toughness: 18 (5); Size: Normal (1)
Strain: 6/6; Burn: 7
Hindrances: Death Wish, Loyal, One Eye, Post-Traumatic Stress Disorder (minor)
Edges: Brawny, Breed Advantage (Tough), Brute, Fleet-Footed, Jack-of-all-Trades, Meg-Juicer Treatment, Nerves of Steel, Quick, Soldier, Split the Seconds
Armor: Juicer Assassin Plate Medium Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Bite (Range Melee, Damage Str+d6), JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Vibro-Shortsword (Range Melee, Damage Str+d8, AP 8), 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, Wooden Cross
Language: Native (native, d8)
Current Wealth: 3,700 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 Hearing: Psi-Hounds have exceptional canine hearing, +2 to sound-based Notice checks.
- 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.
- 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: Native (native, d8)
- Internal Repair System: The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
- Super Endurance: Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
- Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
- Super Speed: Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
- Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
- Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
- Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
- Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
- Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
- Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.
Advances
Novice Advances- Raise Attribute: Smarts
- Raise Skills: Notice/Common Knowledge
- Edge: Soldier
- Edge: Nerves of Steel
- Raise Attribute: Vigor
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 Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal
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