STATS:

PS    23

PP    20                                  Initiative: +3                                  Hieght: 5'6"

PE    24                                  Parry: +3

PB    14 (as a cute puppy)      Strike: +1

IQ    10                                  Dodge: +1

MA   8                                   Roll/fall: +3

ME   10

SPD  45

 

SDC: 71

HP:    30

PPE: 28 (Not useable but there nonetheless)

 

Attacks: 5

 

Saves:

Psionic: 10+

 

Skills:

 

O.C.C.        Skills:

   Literacy: 50%

Radio:   Basic 55%

Radio:   Scrambler 45

Detect Ambush 40%

Detect Concealment 40%

Tracking 35%

Land Navigation 46%

Weapon Systems 50%

Read Sensory Equipment 40%

Pilot Jet Pack    54%

Pilot Tanks and APCs   46%

Pilot Robot combat: Basic

        Motorcycle 

Lore:     35%

Language American 60%

         SELECT ONE

W.P.:  Heavy

         Anceint: Blunt

         Modern: Energy Pistol, Rifle, Heavy.

Hand to Hand: Martial Arts

 

O.C.C. Related Skills: Select one other skills. Plus select tional skills at level three, one at level six, one at level one at level twelve. All new skills start at level one

 

             Demolition: Disposal 75%

             Demolition 75%

             Prowl: 30%

             Intellegence

 

Communications:    Any (+5%)

Domestic:   Any

Electrical:    Basic electronics only

Espionage:  Any

Mechanical:   Automotive only (+ 5%)

Medical:  Paramedic only

Military: Any (+ 15%)

Physical: Any, except acrobatics.

Pilot:    Any

Pilot Related: Any

Rogue:  Any

Science:   Math only

Technical:   Any

W.P.:    Any

Wilderness: Any

 

Secondary Skills:

 Boxing: +1 attack

Acrobatics: 60% sense of balance

                   60% walk tightrope

                   80% climb rope

                   60% backflip

                   40% base climb

Runing

WP: Revolver

 

Secondary Skills: The character also gets to select 3 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthesis. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

 

Mutant Dog Powers

Note: The following powers are different or more powerful than some of the common psionic powers which these abilities may resemble and are limited to the Dog Pack R.C.C.

 

1.  Sense Psychic and Magic Energy: Basically identical to the psi- stalker, although not quite as developed. Like a bloodhound smelling a familiar scent, the psi-hound can detect the presence of psychic energy; specifically, fellow psionics (ISP.) and magic (P.P.E. specifically oriented toward magic, techno-wizardry and wizardry devices). The ability is constant and automatic, just like the psi-stalker. Range: 50 feet (15 in).

 

Unlike the stalker, the dog has little chance of recognizing that specific person’s psychic scent again. Base Skill: 8% + 2% per additional level of experience. If the mutant has a bit of hair, skin, blood, or an article of clothing recently (4 hours or less) worn by the subject being hunted, the ability to follow the psychic trail enjoys a bonus of + 10%.

 

If a psionic power or magic is being used within the range of sensitivity, he will sense that too. If the energy is being continually expended, like a series of magic or psionic attacks, or a long duration effect, he can track it to the source with ease. Base Skill: 40% + 5% per level of experience (roll once every melee). It is also possible that the character will recognize the scent again if encountered at some other time; 10% + 4% per level of experience. Range:

Sensitivity to a fellow psychic or magic practitioner not using his powers is 50 feet (IS m) + 5 feet (1 .5 m) per each additional level of experience. Sensitivity to psionic and magic powers being used is a 400 foot (121 in) area +50 (15 m) per level of experience. When tracking a psychic scent, roll percentile dice every 1000 feet (305 m) to see if the hunter is still on the trail. Duration: Automatic and constant. I.S.P.:None, automatic ability.

2.  Sense supernatural beings: Identical in function to the previous ability, except the mutant dog is much more sensitive to the very distinctive psychic scent of the supernatural. Base Skill: 62% + 2% per level of experience. The ability to identify the specific type of paranormal creature is Base Skill: 62% + 2% per level of experience, and includes demons, vampires, and dragons.

The tracking by scent Base Skill is 35% + 5% per level of experience. 70% + 3% per level of experience if the supernatural being is using psionics or magic.

Range: Sensitivity to the presence of a supernatural being when it is not using its powers is 100 feet (30.5 m) per level of experience. Sensitivity to supernatural creatures or magic being used is 1000 feet (305 m) + 100 feet (30.5 in) per additional level of experience.

Duration:         Automatic and constant. I.S.P.: None, automatic. NOTE: Close proximity to ley lines and nexus points disrupts the psychic senses.

3.  Psi-Bonuses: As a master psionic, the psi-hound needs to roll a 10 or higher to save versus psionic attack and enjoys a bonus of + 1 to save vs psionic attack.

 

4.  Other Psionic Powers: The Dog Pack character automatically gets the following psychic Sensitive powers: sense evil, sense magic, sixth sense, and empathy (receiver only, not transmission), plus choice of one other from the sensitive category.

 

5.  Physical Bonuses: All Dog Boys, regardless of breed, get the following bonus rolls and attribute modifications: + 20 on physical S.D.C., +2 on initiative roll, + 1 to strike, parry, and dodge, + 1D4 to P.E. attribute, lD4 to P.S. attribute, + 2D6 to speed attribute. Bite attack inflicts lD6 S.D.C. damage. Physical endurance as it applies to weight]load and exertion is two times greater than for normal humans. Also see optional character tables.

Physical appearance: Human looks, none. The head/face is that of a canine, the body is fur covered, and there is a tail. Hands, full; possess fully articulated hands with human-like opposable thumbs and developed arms. Bipedal stance, usually full, although some are partial and like to run on all fours, but can stand and walk erect. Human speech, partial (occasionally full). Usually speech is a bit guttural and the character still has a tendency to growl, whimper, and howl when excited. Size varies from about four feet to six feet tall (1.2 to 1.8 meters); size levels 6-12.

 

German shepherds, blood hounds, terriers, and spaniels are the most frequently transformed types of dog. However, experiments have included many other breeds, as well as coyotes, wolves, foxes and bears.

 

<NOTE: Fun Fact: Dogs have limited color vision.

 

6.   Superior sense of smell. Dogs are a million times more aware of smells than a normal human. The mutant dog soldier is no exception. The character can follow a scent trail that is four days old and recognize an odor from smelling only a few molecules. Specific abilities are:

 

Recognize and accurately identify general/common/known smells, including gases, food, and other distinctive odors. Range: 100 feet (30.5 m) per level of experience. Base Skill: 70% + 3% per level of experience.

 

Identify specific odors, including the scent of specific individuals, items, or monsters. Range: 25 feet (7.6 m) per level of experience. Base Skill: 54% + 2% per level of experience.

 

Track by smell alone! Does not follow tracks or any other visible trail. This also means that a mutant dog can sniff his way through total darkness if there is a scent that can be followed. This also means that the character suffers only half the normal penalties to strike, parry, and dodge when blinded or in darkness (can smell and hear his opponent). Range: Roll once for every 1000 feet (305 in). Base Skill: 40% +4% per level of experience. A failed roll means the trail has been temporarily lost. Two successful rolls out of three tries means the trail has been rediscovered. Two failures means the trail is lost. Note: The psi-hound can smell a scent that is as much as four days old (96 hours), as long as the trail has not been washed away. Can not track through water. Also, despite what many people may think, a dog can not see any better in the dark than humans. However, their exceptional sense of smell and keen hearing helps compensate while in the darkness.

 

7.   Keen hearing. The mutant can hear into a higher range of sound than humans and is more alert and sensitive to sounds. This is evident in some of the physical bonuses.

 

8.   Instinctive hunters, they notice movement and give chase. This accounts for bonuses to strike, parry and dodge.

 

9.   Instinctive pack animals. Loyal and group oriented, most mutant dogs work well in groups and prefer to be in a group than alone. This also affects the character’s alignment. Most will be principled, scrupulous, unprincipled, or aberrant (evil).

 

Characters who are anarchist, miscreant, or diabolic, tend to be loners, mean, and do not work well in a group unless they can be the leader.

The influence of Icy line energy

 

Ley lines and nexus points impair and even obliterate the psi-hound’s psychic sensing and tracking abilities. However, the creatures normal physical abilities/tracking by smell are not affected and the other psychic

sensitive abilities are enhanced. Range and duration are i 50% when near a ley line and doubled when within a mile of a nexus point.

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