Difference between revisions of "BowieDogGlitterboy"

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(Savage Rifts Dog Boy/Glitter Boy pilot)
 
 
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'''BOWIE, GLITTERDOG'''
 
'''BOWIE, GLITTERDOG'''
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[[File:https://www.dogster.com/wp-content/uploads/2018/06/Close-up-of-a-dog-with-one-brown-eye-one-blue-eye.jpg]]
  
 
Bowie's pack had been rescued years before by the Captain. The Captain his Glitter Boy--Mercury--protected the pack, and the pack let Captain know if something was sneaking up on them. Over the years, the pack was lost, with only Bowie remaining. Even the Captain got too old for this. Before he retired, he handed Bowie the keys and told him he was a good boy. Bowie's going to make damn sure the rest of the world knows it too.
 
Bowie's pack had been rescued years before by the Captain. The Captain his Glitter Boy--Mercury--protected the pack, and the pack let Captain know if something was sneaking up on them. Over the years, the pack was lost, with only Bowie remaining. Even the Captain got too old for this. Before he retired, he handed Bowie the keys and told him he was a good boy. Bowie's going to make damn sure the rest of the world knows it too.
  
 
'''Appearance''': Bowie is a dogboy, specifically bred from a chocolate lab. One eye is pale blue, the other brown, and his fur is a rich brown color. He  
 
'''Appearance''': Bowie is a dogboy, specifically bred from a chocolate lab. One eye is pale blue, the other brown, and his fur is a rich brown color. He  
 +
BOWIE, GLITTERDOG
 +
Notes: So GLitter boys get a bonus to social interaction and dog boys get a negative social interaction bonus. We can either have those apply as is or just ignore them. Whatever’s easiest.
  
Bowie: Dogboy Glitterboy Jock
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Attributes:  
'''Attributes:'''
 
 
Agility d10  
 
Agility d10  
Smarts d6  
+
Smarts d6
Spirit d6  
+
Spirit d6
Strength d8  
+
Strength d8
 
Vigor d8
 
Vigor d8
  
'''Skills'''
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Skills:
Fighting d10  
+
*athletics: d4
Knowledge (Battle) d6
+
*Common Knowledge: d4
Notice d8
+
*Notice: d8
Repair d6  
+
*Persuasion: d4
Shooting d10  
+
Electronics: d6
Stealth d4  
+
Pilot: d6
Survival d4  
+
Fighting d10,
Tracking d6
+
Battle: d6
 +
Repair: d6
 +
Shooting: d10
 +
Stealth: d4
 +
Survival: d4
 +
 
 
Cha: −2;
 
Cha: −2;
Pace: 10; Parry: 7; Toughness: 30 (24)
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Pace: 10;  
 +
Parry: 7;  
 +
Toughness: 30 (24)
  
'''Hindrances:'''
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Hindrances: Enemy (Major—TBD), Hard of Hearing, Heroic, Outsider, Wanted (Minor—Coalition)  
Enemy (Major—TBD)  
 
Hard of Hearing  
 
Heroic  
 
Outsider  
 
Wanted (Minor—Coalition)  
 
  
'''Edges'''
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Edges: Breed Advantage (Strong Breed), Danger Sense, Marksman, Power Armor Jock
Breed Advantage (Strong Breed)  
 
Danger Sense  
 
Marksman  
 
Power Armor Jock
 
  
'''Gear:'''  
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'''DOG BOY MECHANICS
Glitter Boy Armor (+18 M.D.C. Armor)
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'''Bite: Str+d6
Boom Gun (Range 250/500/1000, Damage 4d12+6, RoF 1, AP 25, Mega Damage, MBT)
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Senses: Smell: +2, Tracking +2, Hearing: +2, low light (ignore dim and dark),  
 +
Pyschic sense: notice or tracking, +2. This does not work near ley lines.
  
NG-LG6 Laser Rifle (Range 25/50/100, RoF 1, Damage 3d6+2, AP 2)
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Minor Wanted by the Coalition Hindrence
NG-LG6 Integrated Grenade Launcher (Range 18/36/72, High Explosive Grenades Damage 3d8, RoF 1, Mega Damage, MBT)
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-1 to healing checks due to unique physiology
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 2, AP 2)  
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2 extra clips/belts each firearm
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“Dog Pack” Light Riot Armor (+5 Armor)
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'''GEAR
NG-S2 Survival Pack
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'''Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage: 3d6, RoF 2, AP 2),
Tool Kit
 
1300 credits
 
Cybernetics: Cyber-Wired Reflexes.
 
  
'''Glitter Boy Special Abilities
+
2 extra clips/belts each firearm,
Big and Shiny: Glitter Boys are immediately recognizable and often a priority target for heavy weaponry. They suffer −8 to Stealth rolls due to their glittering armored coating. At 10 feet tall and Size 3, Glitter Boys are big targets and man-sized opponents gain +2 to hit them.
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Vibroknife:  
Glitter Boy Armor: Size 3, +18 M.D.C. Armor, Pace 10 (Run d10), Swim 6; half damage from lasers, life support (selfcontained breathing; immune to heat, cold, radiation, environmental toxins, and disease), full electronics suite (+2 Notice, night vision and thermal vision).
+
Mark II EBA:
  
 +
NG-S2 Survival Pack,
 +
Tool Kit:
 +
1300 credits.
 +
Cybernetics: Cyber-Wired Reflexes.
  
Digging In: Activating/deactivating the stabilization system is an action. Firing the Boom Gun without these measures knocks the Glitter Boy 2d6" back and prone, leaving the pilot Shaken. Once n, the Glitter Boy cannot move and can only fire to the front and sides (180 degrees). Digging in makes the Glitter Boy an easier target, attackers gain a +2 to attack rolls against the suit while dug in.
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'''GLITTER BOY
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'''USA G-10: Size 3 (Normal), +25 MDC Armor, +10 Toughness, Pace 14 + Run d8 (60 MPH), Swim Pace 6
  
Sonic Boom: Anyone within a Large Burst Template who is not in environmentally sealed armor (or having similar protections) must make a Vigor check at −2; failure means they are Shaken, and a modified 1 on the Vigor die means they are stunned. Stunned beings are Incapacitated and must make a Vigor check each round to revive up to Shaken status (with a raise, they aren’t Shaken). Anyone in the area effect without serious ear protection is deaf for 1d6 minutes, suffering −2 to Notice checks.  
+
Notes: Strength d12+5, laser resistant (halve damage and AP from lasers), built-in language translator and depth gauge. Jet Boosters (Jump +6" horizontal, +3" vertical).
  
Stand By to Fire: A Glitter Boy cannot move and fire its Boom Gun on the same round. This is why some carry other firearms as alternatives for when they need to move and shoot. Targeting Computer: The system offsets up to −2 Shooting penalties.
+
Weapons: Boom Gun (Range 250/500/1000, 5d10+5 Mega Damage, AP 25, RoF 1, Shots 100; +1 Shooting, considered a Shotgun for Innocent Bystanders)
  
Laser Resistance: Glitter Boys take only half-damage from lasers.
+
Melee (Str+d4 Mega Damage, considered armed)
Life Support: In addition to selfcontained breathing, the suit makes Noble immune to extreme temperatures, radiation, poisons, and diseases. He is able to survive in the suit continuously for four weeks.
 
  
 +
-8 to Stealth,
  
Glitter Boy Strength: When in the suit, Noble has a Strength of d12+4.
+
Stabliize is one action OR knockback 2d6 and stun. Stabilized GB’s have +2 to enemy attack rolls.
Hand-to-Hand: The Glitter Boy’s powerful fists and feet do Str+d6, Mega Damage.  
 
Hero’s Journey: A number of bonuses, already figured in, come from Noble’s Hero’s Journey rolls.
 
Heroic Legacy: A Glitter Boy pilot gets +2 Charisma. If a Glitter Boy is stolen, word passes quickly and the thief is targeted by Glitter Boy pilots across North America.  
 
  
'''Dog Boy Special Abilities'''
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Sonic Boom: Firing the RG-14 causes a sonic boom affecting everyone (except the pilot) within a Large Blast Template, who must check Vigor at −2. On a failure, the victim is Shaken and Hard of Hearing (Major) for 3d6 minutes (this may not cause a Wound). On a Critical Failure the victim is Stunned. Those with Hard of Hearing (Minor) or hearing protection ignore the penalty; Hard of Hearing (Major) are immune.
Keen Sense of Smell: Dog Boys have a great sense of smell, similar to their canine counterparts. They gain a +2 bonus on all Notice checks where smell could come into play, as well as +2 on all Tracking rolls.
 
Natural Weapons: Dog Boys can bite for Str+d6 damage.  
 
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 any 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 Dog Boy uses his Psychic Sense (the CyberPsychic Alignment Edge can negate this penalty).  
 
  
Weakness (Ley Line Hypersensitivity): Dog Boys lose their Psychic Sense when on or close (within 2" or 4 yards) of a ley line. Ley Line storms cause them a level of Fatigue from severe headaches and distress as if 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.
+
Stand By to Fire: USA G-10s can’t move and fire the Boom Gun in the same round. Many carry alternative weapons for when they need to move and fight.

Latest revision as of 07:14, 20 April 2020

BOWIE, GLITTERDOG File:Https://www.dogster.com/wp-content/uploads/2018/06/Close-up-of-a-dog-with-one-brown-eye-one-blue-eye.jpg

Bowie's pack had been rescued years before by the Captain. The Captain his Glitter Boy--Mercury--protected the pack, and the pack let Captain know if something was sneaking up on them. Over the years, the pack was lost, with only Bowie remaining. Even the Captain got too old for this. Before he retired, he handed Bowie the keys and told him he was a good boy. Bowie's going to make damn sure the rest of the world knows it too.

Appearance: Bowie is a dogboy, specifically bred from a chocolate lab. One eye is pale blue, the other brown, and his fur is a rich brown color. He BOWIE, GLITTERDOG Notes: So GLitter boys get a bonus to social interaction and dog boys get a negative social interaction bonus. We can either have those apply as is or just ignore them. Whatever’s easiest.

Attributes: Agility d10 Smarts d6 Spirit d6 Strength d8 Vigor d8

Skills:

  • athletics: d4
  • Common Knowledge: d4
  • Notice: d8
  • Persuasion: d4

Electronics: d6 Pilot: d6 Fighting d10, Battle: d6 Repair: d6 Shooting: d10 Stealth: d4 Survival: d4

Cha: −2; Pace: 10; Parry: 7; Toughness: 30 (24)

Hindrances: Enemy (Major—TBD), Hard of Hearing, Heroic, Outsider, Wanted (Minor—Coalition)

Edges: Breed Advantage (Strong Breed), Danger Sense, Marksman, Power Armor Jock

DOG BOY MECHANICS Bite: Str+d6 Senses: Smell: +2, Tracking +2, Hearing: +2, low light (ignore dim and dark), Pyschic sense: notice or tracking, +2. This does not work near ley lines.

Minor Wanted by the Coalition Hindrence -1 to healing checks due to unique physiology


GEAR Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage: 3d6, RoF 2, AP 2),

2 extra clips/belts each firearm, Vibroknife: Mark II EBA:

NG-S2 Survival Pack, Tool Kit: 1300 credits. Cybernetics: Cyber-Wired Reflexes.

GLITTER BOY USA G-10: Size 3 (Normal), +25 MDC Armor, +10 Toughness, Pace 14 + Run d8 (60 MPH), Swim Pace 6

Notes: Strength d12+5, laser resistant (halve damage and AP from lasers), built-in language translator and depth gauge. Jet Boosters (Jump +6" horizontal, +3" vertical).

Weapons: Boom Gun (Range 250/500/1000, 5d10+5 Mega Damage, AP 25, RoF 1, Shots 100; +1 Shooting, considered a Shotgun for Innocent Bystanders)

Melee (Str+d4 Mega Damage, considered armed)

-8 to Stealth,

Stabliize is one action OR knockback 2d6 and stun. Stabilized GB’s have +2 to enemy attack rolls.

Sonic Boom: Firing the RG-14 causes a sonic boom affecting everyone (except the pilot) within a Large Blast Template, who must check Vigor at −2. On a failure, the victim is Shaken and Hard of Hearing (Major) for 3d6 minutes (this may not cause a Wound). On a Critical Failure the victim is Stunned. Those with Hard of Hearing (Minor) or hearing protection ignore the penalty; Hard of Hearing (Major) are immune.

Stand By to Fire: USA G-10s can’t move and fire the Boom Gun in the same round. Many carry alternative weapons for when they need to move and fight.