My very first ever character was a feral Dog-Boy (Malamute breed), and I have played many, many Dog-Boys since then; they are my absolute favorite R.C.C.! However, my table rarely hosts pro-CS games, so I figured I would change it up a bit! For more information about his identification number, see rule 10 of my Rifts specific House Rules.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 11: Coalition War Campaign.
Recommended Setting: Coalition campaign. There is very little which could persuade Eli to leave the Coalition State military.
Name: Elliott or “Eli”
Exp. Level: One
R.C.C.: Dog-Boy (Elkhound)
O.C.C.: Not applicable.
Invoke Trust/Intimidate: 70%
Health Points: 23 (+1D6/lvl)
S.D.C.: 106 (+ 1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 12 (permanent)
I.S.P.: 64 (+10/lvl)
Chi: Not applicable.
Horror Factor: Not applicable.
IQ: 17 (+3% to all new skills)
PS: 29 (Lift/Carry: 2320/1160lbs)
SPD: 38 (Run: 26.5 mph)
Hand to Hand: Martial Arts
+Restrain Punch: 6
Fist Punch 1D4
Power Punch 1D4×2 (counts as 2 attacks)
Power Kick 1D8×2+2 (counts as 2 attacks)
Bite: Nip 2D6
Bite: Full 3D6
Body Flip 1D6 (victim loses initiative and 1 attack)
Racial Natural Abilities
I.S.P. Recovery Recovers at a rate of 2 I.S.P. per hour of activity or 12 I.S.P. per hour of meditation or sleep.
Sense Psychic/Magic Energy Can detect the presence of psyhic energy, fellow psychics, and magical energy used in spell casting, magical items, and large energy reserves (80 points or more) in practitioners and creatures of magic. Can sense whenever a psionic ability is used within their sensitive range, and if the energy is being continually expended (like successive attacks or a duration/effect lasting longer than 1 round/15 seconds) they can trace it to the source with ease. Several psionics/spellcasters using their abilities in the same area will also lead them to the location, but their specific psychic scent can not be recalled later, and if they are scattered over a large area within the Dog-Boy’s range, can confuse their senses (they will be able to tell there are many emanations and their general direction, but only be able to accurately pinpoint the most powerful caster.) Base Skill: 40% +5%/lvl (roll once per round and reduce by half if there are several casters in range.) Range: If powers are in use, 400ft +50ft/lvl (roll every 1000ft to stay the trail, a failed roll means the scent is temporarily lost, 2 out of 3 successful rolls means finding the trail again, 2 out of 3 failed rolls means it is lost completely.) If a magic practitioner/psychic is not using their abilities, 50ft +5ft/lvl. Cost: No I.S.P. cost, skill is automatic.
Recognize Psychic Scent The scent is a specific signature that emanates from a mage/psychic/monster/object everytime a magic/psychic ability is used, each individual has a unique and distinct scent like a psychic fingerprint. They may recognize the general type of caster/monster (such as a Burster or a Psi-Goblin) or even the specific individual if they have encountered them on numerous occasions or know them well. Base Skill: 10% +4%/lvl to recognize the general type or race of caster, 8% +2%/lvl to recognize a specific individual (+10% bonus if they have a bit of hair, skin, blood, or an article of clothing worn within 4 hours by the individual, +10% bonus if they have encountered it in the past or know it well; bonuses are accumulative.) Range: 50ft +5ft/lvl. (roll every 1000ft to stay the trail, a failed roll means the scent is temporarily lost, 2 out of 3 successful rolls means finding the trail again, 2 out of 3 failed rolls means it is lost completely.) Duration: Constant. Cost: No I.S.P. cost, skill is automatic.
Sense Supernatural Beings Identical to Sense Psychic/Magic Energy, but they are incredibly sensitive to the distinct psychic scent of the supernatural. Base Skill: 62% +2%/lvl to identify the specific race/type of supernatural beings, such as alien intelligences, gods, demigods, demons and vampires, as well as creatures of magic such as Faeries and Dragons. They can recognize practitioners and creatures of magic by the large amounts of P.P.E. they have, regardless of any disguise. Likewise, they can sense the magical power supplies/energy reserves in most magic items (including amulets, talismans, and Techno-Wizard items,) the location of invisible wizards, and if they’re nearing a ley line. Can also be used to detect if a supernatural being is possessing a mortal. Base Skill for Tracking by Scent: 35%+ 15%/lvl when the being is not using its abilities or has little/no magic/psionics (like a Brodkill, Gargoyle, and most sub-demons.) If they are using magic/psionics or the being is a Demon Lord/God/Alien Intelligence/Dragon (because they possess so much magic/psionic power they can be tracked easily even without using their abilities,) the Base Skill is raised to 70% +3%/lvl. Range: 100ft/lvl, which increases to 1000ft +100ft/lvl when magic/psionics are being used, and increases to 1000ft/lvl to track a Demon Lord/God/Alien Intelligence/Dragon (even not using their abilities.) Duration: Constant. Cost: No I.S.P., skill is automatic. Note: Close proximity of ley lines disrupts and blurs the senses (reduce skills by half) and completely obliterates them when on/within a ley line. (Roll every 1000ft to stay the trail, a failed roll means the scent is temporarily lost, 2 out of 3 successful rolls means finding the trail again, 2 out of 3 failed rolls means it is lost completely.)
Enhanced Physical Endurance In regards to lifting weight and resisting fatigue, endurance is twice that of an average human (those with a P.S. under 17 can carry 20x their P.S. in pounds, with a P.S. of 17 or more they can carry 40x their P.S.!) Average Dog-Boy can work or play at an intense pace for 2hrs before they even start to feel the serious effects of fatigue. Extremely exhausting physical tasks such as running full tilt without pause or fierce hand to hand combat can be performed for a full 40mins before they have to stop or suffer from exhaustion (the penalties are the same as for humans, -2 Spd/initiative/strike/parry/dodge/damage, and penalties are doubled for each 15mins without appropriate rest.) Dog-Boys and most Mutant Animals recover during rest or light work in 15mins (half the time humans need.)
Superior Sense of Smell With a sense of smell roughly 1 million times better than the average human, a Dog-Boy can follow a scent trail that is 4 days old (provided it hasn’t been washed away,) and recognize a specific odor with only a few molecules. The average Dog-Boy can smell odors (that are not sealed in an air tight container) up to 12in underground and up to 2ft under snow. A trained tracker can identify and follow the specific scent of individuals (every human and most D-Bees’ sweat and have a unique scent image,) as well as identify which scents are the freshest, which direction they are leading, and even allow the Dog-Boy to guess at which way they went when the trail runs cold or is lost. (Roll every 1000ft to stay the trail, a failed roll means the scent is temporarily lost, 2 out of 3 successful rolls means finding the trail again, 2 out of 3 failed rolls means it is lost completely.)
Track Common and Strong Scents Can recognize and identify general and commonly known smells, such as gases, food, animals, and the path used by a group of humans, animals, D-Bees and monsters (or other strong scents.) Base Skill: 70% +3%/lvl. Range: 100ft/lvl.
Identify Specific Odors Including the scent of particular individuals (they must be familiar with the target or have a piece of blood, clothing, hair, etc. to use as a reference,) poisons or drugs mixed into food or drink, and other unusual scents. Base Skill: 60% +2%/lvl. Range: 25ft/lvl.
Track By Smell Alone Can sniff their way through total darkness, or if blinded rely on their sense of smell, if there is a scent to follow (even their own if backtracking.) In total darkness/blinded, they suffer -5 to all combat bonuses (only half the normal penalty.) When combined with their superior sense of hearing and sensitivity to magic/psionics/supernatural, they can usually piece together an accurate picture of who/what they are tracking and how near/far it may be. Base Skill: 43% +4%/lvl.
Occupational Natural Abilities
+Ritual Magic: 0
+Psionics: +5 (target number of 10 or higher)
+Harmful Drugs: 0
+Horror Factor: 0
+Mind Control: 2
Language: Native: American 91% +1%/lvl
Language: Other: Dragonese/Elvish 58% +3%/lvl
Climbing 53%/43% +5%/lvl
Intelligence 41% +4%/lvl
Land Navigation 49% +4%/lvl
Pilot: Hovercraft 63% +5%/lvl
Radio: Basic 58% +5%/lvl
Read Sensory Equipment 43% +5%/lvl
Wilderness Survival 43% +5%/lvl
R.C.C. Related Skills: (+1 skill at levels 3, 6, 9, 12.)
Interrogation 38% +5%/lvl
Undercover Ops 38% +5%/lvl
Find Contraband 39% +4%/lvl
O.C.C. Related Skills: (+ skills at levels)
Secondary Skills: (+2 skills at levels 2, 4, 8, 12.)
Sense of Balance 33% +5%/lvl
Swimming 53% +5%/lvl
Camoflage 23% +5%/lvl
First Aid 48% +5%/lvl
Energy Pistol (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Energy Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Sword (+1 strike 1, 3, 6, 9, 12, 15. +1 parry 2, 4, 7, 10, 13. +1 strike when thrown 4, 8, 12, not designed for throwing.)
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Survival Knife 1D6
Vibro Sword 2D6 M.D., weapon of choice.
Nuero Mace 2D4 (non lethal stun damage), stunned target is -8 strike/parry/dodge and cut speed and attacks in half for 2D4 rounds, effects lasting 1D4mins after recovering from unconsciousness (which the victim will fall under if they fail to save or if struck 4 times, regardless of saves.) Saving Throw: 16, success results in loss of initiative and one attack but is otherwise fine. Can be used to parry M.D. attacks (even borgs or power armour.)
C-18 LASER Pistol (telescopic/nightvision scope, E-Clips ×4) 2D4 M.D., 800ft, 10 shot payload.
C-12 LASER Heavy Assault Rifle (telescopic/nightvision scope, E-Clips ×4, +1 to strike on called shot with LASER targeting) 4D6 M.D. or 2D6 M.D. or 6D6 S.D., 2000ft, 20 shot payload.
Dog Pack Light DPM Riot Armour 50 M.D.C., no helmet, no Prowl penalty. Wrist/fist spikes add 1D4 to physical attacks where they would strike an opponent.
CS uniform ×3 (worn or stored in barracks)
CS dress uniform (stored in barracks)
PDD pocket audio recorder
Pocket LASER distancer
Lightweight rope ×100ft
Iron spikes ×4
Animal snares ×5
Infared distancing binoculars
Portable language translator
Backpack (majority of items located here, others in pockets/appropriate holsters)
Gas mask (custom made)
Salary 700 credits/month
Black Market Items Not applicable.
Other Currency Not applicable.
Sense Evil Range: 140ft. Duration: 2mins/lvl. Cost: 2 I.S.P.. Saving Throws: None. Can sense the presence of evil (all supernatural beings radiate their alinment, good or evil and can be vaguely sensed without expending any I.S.P., but for a clearer picture, Sense Evil must be used.) Will indicate the general number of supernatural beings in range, and can also register the intensity of the evil and pinpoint the general location of the sources to a particular room, possessed object, character, and distance. Can track supernatural evil by sensing how close/far it is within range. Evil emanations from humans are much less distinct and can only be sensed if they have an immediate evil intention and have psionics or is psychotic (can be masked with a Mind Block.)
Sense Magic Range: 120ft. Duration: 2mins/lvl. Cost: 3 I.S.P.. Saving Throws: None. User can feel magic emanations and pinpoint their direction, source, and location by following them. Invisible, magical, or supernatural creatures/objects can only be tracked to a general area. Can also sense whether an item has magical properties, if a person/item is under a magic spell/enchantment, when magic is being used in range, and who is casting the spell. Does not sense psionic power.
Sixth Sense Range: 90ft. Duration: Until the danger passes or happens (bonuses apply only to the first round of combat from the source of the danger.) Cost: 2 I.S.P.. Saving Throws: None. Bonuses: +6 inititive, +2 parry, +3 dodge, and they cannot be caught by a sneak attack from behind. The psychic gets a pre cognizant flash of danger to their self or people near them, though they will not know what the danger is, where it is coming from, or who it is specifically targeting in a group. All they know is that something dangerous will happen in the next 60secs (4 melees.) It is triggered automatically and without the use of the psychic, cannot be called at will, and is rendered temporarily ineffective if the psychic does not have the cost necessary.
Empathy Range: 100ft. Duration: 2mins/lvl. Cost: 4 I.S.P.. Saving Throws: Standard, a successful save means they cannot get a clear sense of emotions (saving throws must be made once per round that Empathy is being used.) Used to feel specific and general emotions of a target or muliple individuals within range.
Mind Block Range: Self. Duration: 10mins/lvl. Cost: 4 I.S.P./duration. Bonuses: +1 to save vs. psionic/mental attack. Can completely close/block their mind from psychic/mental emanations. While blocked, cannot sense anything, use psychic abilities, nor be influenced by others. Does not effect magic.
True Name: Elliott Hobbes (E-478HOBBESMASON-3-CT)
Occupation: Coalition State Officer
Height: 6′ 6″
Description: Incredible beauty, very clean fur, expressive and attractive features. Very large, thick, ashy grey fur with white underbelly and peppered black patches and hairs along his back, ears, and snout (medium length, very water repellant.) Dark brown eyes, black nose. Typically wearing his uniform or the provided mission clothing for his undercover operations (fond of flannel and plaid.) Right handed.
Insanity(s): Phobia: Being mind-controlled or possessed.
Sentiments Toward Coalition State: Loyal and supportive of their methods, ideals, and results. Enjoys his service in the CS and views it as important, and accepts that his duties may include torture/casualties and that it is necessary for the greater good.
Sentiments Toward D-Bees: Indifferent or friendly unless the race or individual D-Bee is wanted by the Coalition. Especially enjoys canine D-Bee companionship.
Sentiments Toward Humans: Friendly, loves being around and serving humans.
Mutations: Mutation abnormality; keen, 20/20 color vision, alert and observant.
Background: Bred within the Coalition State military for the very purpose of his job, Eli has been surrounded by soldiers his whole life. He wholeheartedly believes in the good of their actions and enjoys his work (even the grislier parts have their place.) His attractiveness and friendly nature makes him easy to trust, and his intimidation and physical skills are excellent, making him perfect for undercover operations. He is typically assigned to visit towns already under CS control, seeking out insider information and sniffing up contraband (he has apartments where he stays and regularly makes appearances around town to keep up the illusion if necessary,) though he is sometimes sent to outlying settlements to determine if they are a threat or harboring illegal substances or fugitives (where he will find lodging and stay as long as needed.) He has been successful in many operations, resulting in his promotion to Officer. While the freedom of being undercover is tempting to some, Eli prefers his life and routine of his military career.
Family Tree: Mother (Hobbes) and Father (Mason), both Elkhounds, selected for breeding program because of superior genetics and attributes. 4 other siblings from the same litter of similar attributes as Eli, though not of the same temperament/personality/P.B., thus suited to other lines of work. Family stationed at other bases, does not keep regular contact with parents or siblings, though he will make an effort to visit if he is in the area. Attribute-wise, he took more after his Mother, and so carries her last name.
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