I know I’ve already done a Dog-Boy, but the Coalition Navy sourcebook offers a vastly different take on them, and I haven’t done many pro-CS characters, so I thought I’d add another to the list. I’ve actually written an entire team of CS Navy operatives before, including two Sea Dogs, which was a lot of fun to build, but this is an entirely new character to enjoy. The Rifts universe needs more Dog-Boys! Please note, there were some minor additions and swaps here or there, typically in skill percentages, due to errors in the text; I did my best guess at the intended scores. Enjoy.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition and Rifts Sourcebook 4: Coalition Navy.
Recommended Setting: Coalition or CS Navy campaign, works especially well around water and with human characters.
Nickname: Sonic Sarah
Exp. Level: One
Experience Table: Dog-Boy
R.C.C.: Dog-Boy (Newfoundland)
O.C.C.: Navy “Sea Dog”
Invoke Trust/Intimidate: 75%
Charm/Impress: Not applicable.
Health Points: 35 (+1D6/lvl)
S.D.C.: 48 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 12 (Permanent.)
I.S.P.: 59 (+10/lvl)
Chi: Not applicable.
Horror Factor: Not applicable.
PS: 20 (Lift/Carry: 1600/800 lbs)
SPD: 40 (Run: 28 mph, Digging: 6)
Hand to Hand: Expert
+Restrain Punch: 3
Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Power Kick 1D8x2 (counts as 2 attacks)
Bite: Nip 1D6
Racial Natural Abilities
Natural, Instinctive Swimmer The Newfoundland Dog-Boys were bred for their love of water and their unique, water resistant coat of fur. Their Swimming skill is at maximum value, they can hold their breath for 1D4+2 minutes at a time, and they are resistant to cold (half normal damage, and cold depths and environments are handled with ease.)
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 Psychic 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: 50% +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: 40% +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: 23% +4%/lvl.
Occupational Natural Abilities
S.C.U.B.A. Self Contained Underwater Breathing Apparatus, they are trained in the techniques and equipment of skin diving and underwater swimming. The character can swim 2x their P.S. in meters per melee round, which can be maintained for a number of minutes equal to their P.E. Note: Average characters can withstand depths of 120ft before getting the bends. Swimming deeper is only possible with depressurization, special suits, power armour, robots, or submarines. Swimming with S.C.U.B.A. gear is considered a light activity, and everything weighs 30% less underwater, so the character fatigues 30% more slowly.
+Ritual Magic: None
+Psionics: 4 (Need only roll 10 or higher.)
+Harmful Drugs: None
+Horror Factor: None
+Fatigue: None (See Racial Abilities.)
+Mind Control: 2
Swimming 98% (Maximum.)
Language: Native: American 98% (Maximum.)
Language: Other: Spanish 90% +3%/lvl
Mathematics: Basic 55% +5%/lvl
Radio: Basic 55% +5%/lvl
Read Sensory Equipment 40% +5%/lvl
Paramedic 55% +5%/lvl
Pilot: Warships and Patrol Boats 50% +4%/lvl
Pilot: Water Scooters 50% +4%/lvl
Pilot: Water Skiing and Surfboarding 40% +4%/lvl
Fishing: Advanced 40% +5%/lvl
Track and Hunt Sea Animals 45%/35% +5%/lvl
S.C.U.B.A. 50% +5%/lvl
Climbing 40%/30% +5%/lvl
Land Navigation 46% +4%/lvl
Wilderness Survival 45% +5%/lvl
R.C.C. Related Skills: (+1 skill at levels 3, 6, 9, and 12.)
Demolitions 70% +3%/lvl
Demolitions: Disposal 70% +3%/lvl
Demolitions: Undersea 66% +4%/lvl
Nuclear, Biological, and Chemical Warfare 45% +5%/lvl
Undersea Navigation 40% +4%/lvl
O.C.C. Related Skills:
Secondary Skills: (+2 skills at levels 3, 6, 9, and 12.)
Camouflage 20% +5%/lvl
Recognize Weapon Quality 25% +5%/lvl
Mathematics: Advanced 45% +5%/lvl
Energy Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Energy Pistol (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Harpoon/Spear Gun (+1 strike at 2, 4, 7, 10, 15.)
CSN20 Spear Gun Range: Damage: 2D6 S.D. with spear ammo, 4D6 M.D. with exploding tips. LASER Damage: 2D6 M.D. Payload: 3 (reloaded by hand, each spear uses 1 melee to reload.) LASER Payload: 20 shots. Rate of Fire: Single shot or two to three simultaneously. Has a short range blue-green LASER built into the housing, fires spears with equal speed and accuracy in the air and underwater. x8 spears, x7 explosive spears (quivers hold 12 projectiles.)
Survival Knife 1D6.
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 x4) 2D4 M.D., 800ft, 10 shot payload.
C-12 LASER Heavy Assault Rifle (telescopic/nightvision scope, E-Clips x4, +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.
Gear (All located in backpack unless stated otherwise.)
CS uniform x3 (worn or stored in barracks)
CS dress uniform (stored in barracks)
PDD pocket audio recorder
Pocket LASER distancer
Lightweight rope x100ft
Iron spikes x2
Animal snares x3
Infared distancing binoculars
Portable language translator
Gas mask (custom made)
Salary 700 credits/month.
Black Market Items 0 credits worth.
Other Currency Not applicable.
Sense Evil (2) Range: 140ft. Duration: 2mins/lvl. 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 (3) Range: 120ft. Duration: 2mins/lvl. 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 (2) Range: 90ft. Duration: Until the danger passes or happens (bonuses apply only to the first round of combat from the source of the danger.) 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 (4) Range: 100ft. Duration: 2mins/lvl. 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.
Sense Time (2) Range: Self. Duration: 15 minutes per level. Can innately sense the exact passage of time down to 1D4 seconds. This is especially useful in a situation where the character must meet with or do something at a precise moment in time, such as gaging when a bomb will detonate, a switch needs flipped on or off, and so on.
True Name: Sarah Croyville (S-621CROYVILLEELLIS-1-CSSJB)
Occupation: CS Navy Underwater Demolitions
Weight: 172 lbs.
Description: Light blue eyes, thick, shaggy, chocolate brown fur with a naturally water resistant quality, and a bushy tail. Webbing between toes and fingers for better swimming, hates having her feet covered at all so she typically doesn’t wear boots out of the water unless she has to be in full uniform. Patch which says “Demo Dog” indicating her demolitions training.
Insanity(s): Phobia: Flying (by any means).
Sentiments Toward Coalition State: Total loyalty, trusts the orders of superiors and the cause of the CS and its soldiers implicitly.
Sentiments Toward D-Bees: Indifference, unless they are of a race declared to be dangerous and hunted by the CS.
Sentiments Toward Humans: Friendly, loves being around humans.
Mutations: (DM approval needed, bonuses not included in write up.) Exceptional sense of balance and direction; +20% to Land Navigation and Undersea Navigation, +10% to Wilderness Survival, +5% to Gymnastics skills, and +1 bonus to perception.
Background: Born through a breeding system, Sarah was raised in the CS Navy. She took and was named after her Father, but was raised by her Mother as her Father was a regular to the breeding program due to his superior genetic makeup. Her skills became focused on demolition work, and she eventually became one of the best Demo Dogs on base. She gained the nickname “Sonic” early on for her intense running and swimming speed, which have since come in handy a few times when rushing to diffuse a bomb. Sarah loves her job and especially likes being on an aircraft carrier and surrounded by water for much of her life.
Family Tree: Dennis Croyville is her Father, Lunette Ellis is her Mother. Her Father was a stud specimen, so she does not know him well, but she still visits her Mom when her carrier lands at Mom’s port. She has many siblings, of which she knows next to nothing about as she is the only child of her Mom and any siblings are stationed elsewhere.
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