Lucky (Lost Jungle)

    Heroic Male Kill Cat, MARS Bounty Hunter, and Bounty Hunter
    Iconic Framework: MARS Bounty Hunter

    Background

    My designation is KC-C01-L84-03. I had 5 "siblings" but I was the only one to survive modification and training. My first Unit gave me the nickname "Lucky." Guess they thought it was funny, since I'm a black cat, but turned out to be a good name.

    I served for a couple years; had a couple deployments an' did my job. Got dinged on my psych eval a couple times. Guess I didn't hate deebee's enough, I dunno. Ended up bein' glad for that.

    'Bout two years back, was on deployment an' my unit got ambushed by some wizard or another. Rift opened right in front of us; Jenkin's had no time to react. Next we knew our Bulldog, was in the water and sinking fast.

    Sarge, Jenkins and Porter didn't make it out. Me, Thompson and Kowalski got picked up on our emergency raft a few days later by a ship full of Deebees. We made short work of 'em and managed to get back in contact with HQ a few months later.

    Now, I'm on assignment with a new crew an' being sent down into some Jungle or another. Sounds like fun to me.


    Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
    Skills: Athletics d6, Common Knowledge d6, Driving d8, Fighting d12+2, Intimidation d6, Language (North American) d8, Notice d6+2, Occult d6, Persuasion d6, Research d6, Shooting d8, Stealth d8, Survival d6
    Pace: 6; Parry: 9; Toughness: 20 (5); Size: Normal (3)
    Strain: 2/8
    Hindrances: Bloodthirsty, Curious, Loyal, Overconfident, Ruthless (minor), Suspicious (minor), Wanted (major, Coalition)
    Edges: Alertness, Ambidextrous, Brawler, Brawny, Breed Advantage (Rugged), Common Bond, Filthy Rich, Free Runner, I Know a Guy, Improved First Strike, Investigator, Martial Artist, Martial Warrior, Rich, Streetwise, Strong Willed, Two-Fisted
    Armor: Huntsman Medium Personal Armor (Armor 5)
    Weapons: Unarmed (Range Melee, Damage Str+d8, +2 to Hit), Bite (Range Melee, Damage Str+d6), Claws (Range Melee, Damage Str+d12, +2 to Hit), NG-L5 Laser Rifle (Range 24/48/96, Damage 4d6, ROF 1, AP 2), Neural Mace (Range Melee, Damage Str+d6, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Vibro-Blade Vambraces (Range Melee, Damage Str+2d10, AP 8, +2 to Hit), Vibro-Blade Vambraces (Range Melee, Damage Str+2d10, AP 8, +2 to Hit), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
    Gear: MDC Handcuffs, NG-S2 Survival Pack, Pistol E-Clip, Stun Gun, Wooden Cross
    Language: North American (native, d8)
    Current Wealth: 4,000 cr

    Special Abilities

    • Bite/Claws: Kill Cats have claws and teeth dealing Str+d6 damage.
    • Bloodthirsty: Potential enemies are much less likely to negotiate or give quarter, and allies are consistently shocked by the violent measures that come naturally to the mutant predators.
    • Breed Advantage: Various species of cats provide distinct genetic advantages that can express over time.
    • Curious: Has the Curious Hindrance.
    • Hyperactive: Suffer a −1 to all Smarts rolls (but not linked skills) as their minds wander, fighting their instinctive need to hunt.
    • Keen Sense of Hearing: They gain a +2 bonus on hearing-based Notice checks.
    • Leaper: Mutant felines can jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap.
    • Low Light Vision: Mutant cats ignore Dim or Dark Illumination penalties.
    • Mutant: Initial Reactions typically start at uncooperative, except possibly other GED mutants and physically similar D-Bees.
    • Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
    • Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
    • Powerfully Built: Begin with Agility d6 and Strength d6, Agility Trait maximums is d12+1, while Strength is d12+3.
    • Restricted Paths: Cannot take any Arcane Background using PPE or Iconic Framework including it.
    • Size +2: Kill Cats are Size +2, giving them +2 Toughness and increasing their maximum Strength two steps.
    • Wanted (Major): CS forces will put them down when encountered.
    • 2x Bionic Strength Augmentation (2 strain, Rifts® TLPG Rifts® TLPG p.113): Raise Strength one die step
    • Booster Jets (1 strain, Rifts® TLPG Rifts® TLPG p.114): Miniature rockets—Jump +4” horizontal, +2” vertical.
    • Reinforced Frame (1 strain, Rifts® TLPG Rifts® TLPG p.113): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
    • Hand-to-Hand Reaction Wiring (1 strain, Rifts® TLPG Rifts® TLPG p.113): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
    • Cyber-Wired Reflexes (1 strain, Rifts® TLPG Rifts® TLPG p.113): Raise Agility one die step
    • Languages Known: North American (native, d8)
    • Bounty Hunter Skills: Begin with Athletics d6, Notice d6, Occult d6, Research d6, and Survival d6.
    • Bounty Hunter Edges: Begin with the Alertness, Free Runner, Investigator, and Streetwise Edges.
    • Take 'Em Alive: Bounty Hunters are skilled at bringing in their quarry alive; they make all Nonlethal Fighting attacks at no penalty. In addition, they gain a +2 bonus to Trait rolls to disarm, grapple, and restrain targets (includes handcuffing and similar maneuvers). Similarly, targets are at an additional −2 to resist a Bounty Hunter’s Knockout Blows.
    • Choose Your Journey: One of the character's Hero's Journey table rolls must be from either the Experience & Wisdom table or the Underworld & Black Ops table, but the Bounty Hunter chooses the result.
    • MARS Advance: Bounty Hunters begin as Seasoned heroes.
    • Bounty Hunter Vice: Begin with either the Greedy (Minor), Mean, Ruthless (Minor), or Suspicious (Minor) Hindrance for no added benefit.
    • Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance

    Cyberware

    • 2x Bionic Strength Augmentation (2 strain, Rifts® TLPG Rifts® TLPG p.113): Raise Strength one die step
    • Booster Jets (1 strain, Rifts® TLPG Rifts® TLPG p.114): Miniature rockets—Jump +4” horizontal, +2” vertical.
    • Reinforced Frame (1 strain, Rifts® TLPG Rifts® TLPG p.113): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
    • Hand-to-Hand Reaction Wiring (1 strain, Rifts® TLPG Rifts® TLPG p.113): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
    • Cyber-Wired Reflexes (1 strain, Rifts® TLPG Rifts® TLPG p.113): Raise Agility one die step

    Advances

    Novice Advances
    • Raise Attribute: Agility
    • Edge: Rich
    • Edge: Filthy Rich
    Seasoned Advances
    • Raise Attribute: Vigor
    • Edge: Martial Artist
    • Edge: Strong Willed
    • Raise Skills: Fighting/Driving
    Veteran Advances
    • Raise Attribute: Spirit
    • Edge: First Strike
    • Edge: Martial Warrior
    • Edge: Two-Fisted
    Heroic Advances
    • Edge: Improved First Strike

    Current Load: 64.25 (251)
    Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Atlantis and the Demon Seas, 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
    Setting Modlines: add_edge: Common Bond
    Validity: Character appears valid and optimal
    Floyd
    user3789
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