Editing Wolf

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ID# XW-742-1-LS
 
ID# XW-742-1-LS
 
Tattooed behind left ear. Consequently Left Ear has been cut through repeatedly to obscure the barcode leaving behind copious amounts of scar tissue and remnants of a tattoo.
 
Tattooed behind left ear. Consequently Left Ear has been cut through repeatedly to obscure the barcode leaving behind copious amounts of scar tissue and remnants of a tattoo.
 
Born in Lonestar, Wolf is one of a frequently reattempted line of experimental Dog Boys. Mutant wolves are often failures because they're too independent for the Coalitions purposes, those that "succeed" though are valuable as they are stronger than their mutant dog compatriots. Wolf... was a failure, his aggressive and independent attitude caused him to be scheduled for destruction before he was even a year old. Fortunately lady luck was watching and he was rescued by a group of Feral Dog Boys and their sympathizers on the way to his execution site. Raised by these freedom fighters Wolf learned to value and respect liberty and freedom, and developed a bit of a hero complex towards Glitter Boys. Because of this he's done everything he can to learn how to build, repair, improve, make, and pilot Power Armors. His goal is to eventually find, improve, and personalize his own personal Glitter Boy armor. While working in Coalition territory subverting their goals, he encountered Yoko who was in need of parts for his Airship, after using his scrounging ability to find what was needed, he decided to tag along on Yoko's trip out west, as things were a bit hotter than he'd like in the CS states.
 
  
 
Alignment: Scrupulous
 
Alignment: Scrupulous
  
 
IQ: 13
 
IQ: 13
 
 
ME: 10
 
ME: 10
 
 
MA: 10
 
MA: 10
 
 
PS: 31 + 16 Physical Damage
 
PS: 31 + 16 Physical Damage
 
 
PP: 19 +2 Parry and Dodge, +2 Strike
 
PP: 19 +2 Parry and Dodge, +2 Strike
 
 
PE: 20: +10% coma or death, +3 Magic/poison
 
PE: 20: +10% coma or death, +3 Magic/poison
 
 
PB: 8:  
 
PB: 8:  
 
 
Spd: 27 18.5 MPH
 
Spd: 27 18.5 MPH
 
  
 
SDC: 115
 
SDC: 115
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ISP Base: 70
 
ISP Base: 70
 
HP: 30
 
HP: 30
 
 
 
Melee Attacks: 5
 
Melee Attacks: 5
  
 
Bonuses:
 
Bonuses:
 
 
+4 Initiative
 
+4 Initiative
 
 
+10 to Perception,
 
+10 to Perception,
 
 
+4 to pull punch,
 
+4 to pull punch,
 
 
+2 to disarm,
 
+2 to disarm,
 
 
+2 roll with impact,
 
+2 roll with impact,
 
 
+3 strike parry dodge
 
+3 strike parry dodge
 
 
Base psionic Save: 10 +2
 
Base psionic Save: 10 +2
 
 
+2 to save vs. mind control, possession, illusions, and curses (additional +3 if magic)
 
+2 to save vs. mind control, possession, illusions, and curses (additional +3 if magic)
 
 
+5 to save vs. fatigue and disease
 
+5 to save vs. fatigue and disease
 
 
+6 to save vs. Horror Factor
 
+6 to save vs. Horror Factor
 
  
 
Psionics: Master Psionic
 
Psionics: Master Psionic
 
 
Sense Evil
 
Sense Evil
 
 
Sense Magic
 
Sense Magic
 
 
Empathy (Receive only)
 
Empathy (Receive only)
 
 
Sixth Sense
 
Sixth Sense
 
 
Telepathy
 
Telepathy
 
 
Machine Ghost
 
Machine Ghost
 
 
Speed Reading
 
Speed Reading
 
 
Total Recall
 
Total Recall
  
<nowiki>WP: Ancient: Blunt
+
WP: Ancient: Blunt
 
WP: Modern: Energy Rifle, Energy Pistol, Heavy MD Weapons
 
WP: Modern: Energy Rifle, Energy Pistol, Heavy MD Weapons
  
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Track using Psionics 70
 
Track using Psionics 70
 
Recognize Common Scent 70
 
Recognize Common Scent 70
Identify Specific Odor 54</nowiki>
+
Identify Specific Odor 54
 
 
  
 
Keen Sense of Hearing
 
Keen Sense of Hearing
 
 
Good Vision 270 Degrees
 
Good Vision 270 Degrees
 
 
Sensitivity to Ley Lines (raging headaches etc...)
 
Sensitivity to Ley Lines (raging headaches etc...)
 
 
Super Predator
 
Super Predator
  
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1. Jury-Rig Repairs: Takes half the time, and the repairs last twice as long.
 
1. Jury-Rig Repairs: Takes half the time, and the repairs last twice as long.
 
 
2. Find Parts and Components: +20% to find parts for M.D. vehicles. Reduce the cost by 30-65%.
 
2. Find Parts and Components: +20% to find parts for M.D. vehicles. Reduce the cost by 30-65%.
 
 
3. Recognize Machine Quality: 58%
 
3. Recognize Machine Quality: 58%
 
 
4. Repair and Soup-Up Machines and Vehicles: Repair completely at a cost of 25% of list price.
 
4. Repair and Soup-Up Machines and Vehicles: Repair completely at a cost of 25% of list price.
 
Replace M.D.C. at 1200 credits/point.
 
Replace M.D.C. at 1200 credits/point.

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