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Created page with "Dog(Wolf) Boy Operator Name: Wolf ID# XW-742-1-LS Tattooed behind left ear. Consequently Left Ear has been cut through repeatedly to obscure the barcode leaving behind copiou..."
 
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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
Line 20: Line 30:
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


WP: Ancient: Blunt
<nowiki>WP: Ancient: Blunt
WP: Modern: Energy Rifle, Energy Pistol, Heavy MD Weapons
WP: Modern: Energy Rifle, Energy Pistol, Heavy MD Weapons


Line 83: Line 114:
Track using Psionics 70
Track using Psionics 70
Recognize Common Scent 70
Recognize Common Scent 70
Identify Specific Odor 54
Identify Specific Odor 54</nowiki>
 


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


Line 94: Line 129:


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.

Latest revision as of 00:33, 19 March 2014

Dog(Wolf) Boy Operator

Name: Wolf 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.

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

IQ: 13

ME: 10

MA: 10

PS: 31 + 16 Physical Damage

PP: 19 +2 Parry and Dodge, +2 Strike

PE: 20: +10% coma or death, +3 Magic/poison

PB: 8:

Spd: 27 18.5 MPH


SDC: 115 PPE: 12 ISP Base: 70 HP: 30


Melee Attacks: 5

Bonuses:

+4 Initiative

+10 to Perception,

+4 to pull punch,

+2 to disarm,

+2 roll with impact,

+3 strike parry dodge

Base psionic Save: 10 +2

+2 to save vs. mind control, possession, illusions, and curses (additional +3 if magic)

+5 to save vs. fatigue and disease

+6 to save vs. Horror Factor


Psionics: Master Psionic

Sense Evil

Sense Magic

Empathy (Receive only)

Sixth Sense

Telepathy

Machine Ghost

Speed Reading

Total Recall

WP: Ancient: Blunt WP: Modern: Energy Rifle, Energy Pistol, Heavy MD Weapons Body Building Physical Labor Language: American (Native) 88 Language: Spanish (Other) 70 Basic Math 65 Radio Basic 60 Computer Operation 50 Computer Repair 40 Find Contraband 41 Jury-Rig 45 Mechanical Engineer 45 Pilot Robot and Power Armor 71 Pilot Robot and Power Armor Combat Elite (GB) Pilot Motorcycles & Snowmobiles 75 Sensory Equipment 50 Weapons Engineer Electrical Engineer 55 Hand to Hand: Basic Literacy: American 55 Literacy: Techno Can 45 Computer Programming 40 Robot Mechanics 30 Robot Electronics 40 Pilot Related: Weapon Systems 50 Vehicle Armorer 40 Advanced Mathematics 45 Sense Psychic and Magic Energy 40 Recognize Psychic Scent 10 Sense Supernatural Beings 62 Track by Scent 40 Track using Psionics 70 Recognize Common Scent 70 Identify Specific Odor 54


Keen Sense of Hearing

Good Vision 270 Degrees

Sensitivity to Ley Lines (raging headaches etc...)

Super Predator

Nip 2d6 Full Bite 5d6

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%.

3. Recognize Machine Quality: 58%

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. Add M.D.C: 0% increase (currently) Maximize Performance: Spd +20%, range +10%, weight -10%, add one extra weapon or feature per body area.

Equipment

Portable Toolkit Large Toolkit Soldering Iron Laser Torch Duct Tape 2 Rolls of Electrical Tape Pen Flashlight Large Flashlight Dozen Flares 200ft Super Lightweight Rope Couple Knives Notebook Portable Disc Recorder Portable Language Translator Protective Goggles Work Gloves 4 Pairs of Doctors Gloves Backpack Satchel Large Sack Canteen Set of Work Clothes Overalls Utility Belt Air Filter Pocket Note Pad 2 Pens

Weapons Wrench 2d6 SDC

Wilk's 320 Laser Pistol 1d6 MD 20 Shots Range 1000ft +2 to strike on Aimed Shot

Northern Gun NG-L5 Laser Rifle 3d6 MD 10 Shot Range 1600ft


Armor Scrounged Dog Pack DPM 101 Light Riot Armor 33 MDC Body, 11 MDC Arms, 22 MDC Legs Non Environmental

Vehicle Wastelander Motorcycle Max Speed 120MPH Max Range 400MPH MDC: Main Body 60, Tires 2 each

Capital 1700 Credits 10,000 in Black Market Items