After the past three months, we’ve finally settled into some semblance of a routine with our children – that is to say, I’ve been getting more sleep at least. So I’ve pieced this together in what little spare time I have before allowing myself to pass out at an hour that a younger (childless) me would scoff at.
I was inspired to write up another Dog-Boy by Brian Fields, AZ_Rune on Twitter, who hit 200 followers and randomly selected two of their followers for a free art piece to celebrate. I was one of those lucky winners, and I decided to go back to where it all began; my first ever RPG experience with a Freeborn (Malamute) Dog-Boy in Rifts. She was called Cinder, and that campaign and character are still spoken of around the table by my groups. Featured below is the phenomenal piece Brian worked up for me, and you can find more of his artwork on his deviantArt. Check out that badass “head count” on her shoulder and the Triax wrench! Please note that this character post is not the character in the artwork, merely inspired by it.
This particular character also has a disability: Deafness. As a result, her language skills have been altered to suit, with spoken language taking a -20% penalty, and Sign Language “replacing” the skill percentage of their native language. I’ve also raised base skill percentages regarding her other senses, like smell (+30%) and psychic tracking (+10%), to allow for their increased usage/proficiencies. I’ve also deigned to lower Prowl by -10%, as she can’t as easily judge how noisy she is, and a -3 to Perception Rolls (but +3 regarding smell.)
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition and Rifts World Book 13: Lone Star.
Recommended Setting: Well suited to any starting to lower-mid level adventuring group that is not of CS persuasion. Very useful in traveling, wilderness type skillsets.
Exp. Level: One
Experience Table: Dog-Boy
R.C.C.: Freeborn Dog-Boy (Rottweiler)
O.C.C.: Wilderness Scout
Invoke Trust/Intimidate: None
Health Points: 33 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 9 (permanent)
I.S.P.: 54 (+10/lvl)
Chi: Not applicable.
Horror/Awe Factor: Not applicable.
PS: 30 (Lift/Carry: 60,000/30,000 lbs, see Mutations.)
SPD: 39 (Run: 28 mph, Digging: 2 mph.)
Combat/Bonuses (See Weapon Proficiencies for combat bonuses when using a particular weapon type.)
Hand to Hand: Expert
+Restrain Punch: 4
+Perception: 6 (+3 regarding smell.)
+Spell Strength: None
Fist Punch: 1D4
Power Punch: 1D4x2 (counts as 2 attacks)
Power Kick: 1D8x2 (counts as 2 attacks)
Bite: Nip 1D6
Body Block/Tackle: 1D4 (×2 if 8-12ft tall, 3D6 if even larger) and opponent must dodge/parry to avoid being knocked down; if knocked down, they lose initiative for that round and 1 melee attack.
Pin/Incapacitate: On a natural roll of 18, 19, or 20, can hold opponent completely immobile (though the character cannot move without releasing them).
Crush/Squeeze: 1D4 per squeeze attack (×2 if 8-12ft tall, 3D6 if even larger); each squeeze counts as one melee 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 (0, constant/automatic): 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: 50% +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 (0, constant/automatic): 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: 20% +4%/lvl to recognize the general type or race of caster, 18% +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.)
Cost: No I.S.P. cost, skill is automatic.
Sense Supernatural Beings (0, constant/automatic): Identical to Sense Psychic/Magic Energy, but they are incredibly sensitive to the distinct psychic scent of the supernatural. 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: 72% +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.
Base Skill for Tracking by Psychic Scent: 45%+ 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 80% +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.)
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 (see Mutations): This particular Dog-Boy can work or play at an intense pace for 6hrs 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 2 hours 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: 75% +3%/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: 65% +2%/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: 48% +4%/lvl.
Trail Blazing: Can cut and mark trails through the wilderness for others to follow.
Base skill: 20% +5%/lvl. A failed skill roll means the trail cannot be followed by others as intended.
Cross Country Pacing: Can pace themselves physically and mentally as well as pace their rations for long distance travel (if familiar with the mode of travel; horseback, flying, driving, walking, etc.). Combined with the Land Navigation skill, this also enables them to accurately predict how long the trip will take to within 2D6×10 minutes, 6D6 if unfamiliar with the area (which takes twice as long for a trip with a group.) This makes them an excellent messenger, as they are able to cut across country and avoid roads or well trafficked areas in favor of back roads, hunting trails, waterways, and short cuts. On a bicycle, they can achieve ×3 their natural running speed while on level ground, and reach ×2 their running speed while biking cross country. They can maintain their maximum biking speed for P.E.×10 minutes without tiring, or run full speed cross country for P.E.×5 minutes without overexertion (or more for supernatural characters/abilities).
Note: A scout never reveals their most secret and favorite routes to clients or those accompanying them, except in the case of a dire emergency.
Base skill: 35% +5%/lvl.
Cartography: Can create accurate maps with a wide variety of tools, inluding pen and paper, computer plotting, and even advanced holographic displays (though if digital, has to roll under Computer Operation skill as well). Also includes the knowledge of Mathematics: Basic at 50%.
Base skill: 45% +5%/lvl. A successful roll indicates an accurate and beautiful map, while a failed roll indicates missed detail and scaling/locations being off by 1D10 miles.
Horsemanship: General Knows basic riding skill as well as general care of a horse, is not trained for combat.
Combat Bonuses: +1 parry/dodge, +1D4 S.D. from attacks from melee weapons or kicks, a charge attack with polearm/spear +1D6 S.D./M.D. (depending upon the weapon damage, rider must roll successfully under the second percentile to prevent being knocked from horseback upon impact, counts as 2 melees), and horse attack is possible with no bonuses. All bonuses are in addition to applicable combat bonuses and only apply to the rider while on horseback, not the horse.
+Disease: 3 (Virtually impervious; only the most virulent/deadly diseases have a chance of affecting them.)
+Poison/Toxins: 9 (With their enhanced senses, they can possibly identify these by smell.)
+Ritual Magic: None
+Psionics: 2 (Need only hit 10 or higher.)
+Harmful Drugs: None (With their enhanced senses, they can possibly identify these by smell.)
+Horror Factor: None (+1 at levels 2, 4, 6, 9, 12, and 15.)
+Fatigue: None (See Mutations or Racial Abilities for supernatural endurance.)
+Mind Control: 2
R.C.C. Related Skills:
Mathematics: Basic 50% (Does not increase with experience, see Cartography in Occupational Abilities.)
Language: Native: American 74% +1%/lvl
Language: Other: Faerie Speak 45% +3%/lvl
Language: Other: Sign Language 94% +3%/lvl
Cooking 50% +5%/lvl (+10% to cook game animals.)
Climbing 60%/50% +5%/lvl
Fishing 55% +5%/lvl
Horsemanship: General 60%/40% +4%/lvl (See Occupational Abilities.)
Identify Plants and Fruits 60% +5%/lvl
Land Navigation 56% +4%/lvl
Pilot: Motorcycles and Snowmobiles 74% +4%/lvl
Prowl 32% +5%/lvl
Radio: Basic 55% +5%/lvl (Note: Can operate a radio, but cannot hear responses due to Deafness. See Vulnerabilities.)
Track and Trap: Animals 45%/55% +5%/lvl (Also see tracking via scent in Occupational Abilities.)
Wilderness Survival 55% +5%/lvl
O.C.C. Related Skills: (+1 skill at levels 2, 5, 8, 11, and 14.)
Literacy: Native: American 40% +5%/lvl
Holistic Medicine 50%/40% +5%/lvl
Lore: Faeries and Creatures of Magic 40% +5%/lvl
Lore: Demons and Monsters 40% +5%/lvl
Spelunking 60% +5%/lvl
Secondary Skills: (+1 skill at levels 3, 6, 9, and 12.)
Barter 32% +4%/lvl
Swimming 50% +5%/lvl
Leatherworking 45% +5%/lvl
Lore: Cattle & Animals 30% +5%/lvl
Dowsing 25% +5%/lvl
Preserve Food 40% +5%/lvl
Skin & Prepare Animal Hides 35% +5%/lvl
Knife (+1 strike 2, 4, 7, 10, 13. +1 parry 1, 3, 6, 9, 12. +1 strike when thrown 1, 3, 6, 8, 10, 13.)
Archery (+1 strike 1, 2, 4, 6, 8, 10, 12, 14. +1 parry with a bow weapon at level 1. +1 disarm 2, 5, 10, 15. Rate of fire is 2 shots per melee round, +1 extra shot 2, 4, 5, 8, 10, 12, 14. May fire at 50% further distance with no bonuses.)
Targeting (+1 strike when thrown 1, 3, 7, 10. Critical damage on natural 19-20. See page 328 in Rifts Ultimate Edition for full description.)
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.)
Survival Knife: 1D6.
Vibro-Knife: 1D6 M.D.
Throwing Knife (Large): 1D6, 60 foot range, ×12.
Standard Damage: 2D6+1 S.D.
Range: 700 feet.
Payload: 2 shots per melee round at level 1 and an extra shot per melee round is added at levels 2, 4, 5, 8, 10, 12, and 14. Quiver holds 12-24 arrows, ×24 arrows.
Wilk’s 447 LASER Rifle
Damage: 3D6 M.D..
Payload: 20 per e-clip, cannot use long e-clip (×4 extra e-clips).
M.D.C. By Location: Main Body: 45. Head: 35. Arms (2): 15 each. Legs (2): 22 each.
Mobility: -10% to movement capability.
Riding Horse: Wicker Male, strong features, deep grey coat in a solid pattern with black mane and tail, brown eyes. Stoic (but not aggressive) toward anyone except owner, doesn’t like other riders (but will tolerate it at owner’s urging). Recognizes a handful of basic Sign Language commands (stop, down, go, calm, etc.).
P.P.E.: 24, sensitive to ley lines, the supernatural, or strong magic.
Damage: Front Kick 2D6 S.D., Hind Kick 4D6 S.D.
Crew: 1 plus driver, and a large storage compartment.
Speed: 120 mph.
Maximum Range: 400 miles.
Size: 9ft long, 800 lbs.
M.D.C. By Location: Main Body: 60. Tires (3): 2 each.
Weapons: None (Can be purchased.)
Gear (All located in backpack unless stated otherwise.)
Wilerness Clothing (earth tones for blending in)
First Aid Kit
Knapsack (only carries holistic cures, first aid kit, and a notebook and pen)
Sack, Medium ×2
Leather Cord, 2ft ×12
Rope, Lightweight ×100ft
Spike, Iron ×6
Spike, Wooden ×6
Cross, Wooden (6in)
Flint and Steel
Fishing Line ×2000ft
Collapsible Fishing Pole
Fishing Hook ×15
Animal Snare ×7
Binoculars (infared, digital distancing readout)
Passive Night Vision Goggles
Telescopic Gun Sight
Pocket Notebook ×3 (×1 is always on person, ×1 in knapsack)
Pen ×3 (×1 is always on person, ×1 in knapsack)
Holistic Remedies (sealed jars of potent healing salves [×2 healing rate], tonics and poultices for a varoety of common ailments – kept in knapsack)
Climbing Gear (professional quality, in sack)
Spelunking Gear (professional quality, in sack)
Quiver (holds ×12-24 arrows)
Salary: Not applicable; usually barters or trades for what they need.
Black Market Items: 0 credits worth.
Other Currency/Accounts: 12,000 credits worth in animal furs, leather, gems, and other tradeable items.
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Sense Evil (2): 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.)
Saving Throws: None.
Sense Magic (3): 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.
Saving Throws: None.
Sixth Sense (2): 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.
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.
Empathy (4): Used to feel specific and general emotions of a target or muliple individuals within range.
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.)
Telepathy (4): Allows the psychic to eavesdrop on what another person is thinking at that particular moment. This is done by focusing on that one individual and picking up on their surface thoughts (the musings and thoughts most prevalent in their mind.) A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, they can only do so by focusing on one person at a time; simultaneous, multiple mind reading is impossible. Limited telepathic communication is done when the telepath sends a directed message or image to one person at a time, though the message or image must be as brief and as clear as possible (“I need you here”, “press the green button”, “through the third door”, and so on.) However, two-way telepathic communication is not possible except between two characters who both have telepathic abilities.
Range: Surface thoughts up to 60ft (+40ft per level); two-way telepathic communication up to 140ft (+40ft per level).
Duration: 2 minutes (8 melee rounds) per level.
Saving Throw: Conditional; when a character suspects they are being telepathically probed they can resist, getting the standard saving throw. Mind Block will completely prevent telepathic communication or probing so long as the block is up.
Power Armour/Robot Vehicles
True Name: Juno Redcross
Occupation: Mountaineer/Nature Conservative
Age: 10 (Full adult maturity at 6.)
Weight: 174 lbs.
Description: Rottweiler breed and markings, typically wears earth tones. Dark red cloak, faded but well cared for. Broad shouldered, thickly muscled, often dirty from walking a trail or cave diving. Always has a knife and her compound bow and quiver on her.
Insanity(s): Recluse (See Vulnerabilities.)
Sentiments Toward Coalition State: Fear; as a freeborn Dog-Boy, she could very well be killed on sight.
Sentiments Toward D-Bees: Friendly; believes they deseeve equality with humankind. Perhaps more accepting of “scary” looking D-Bees, provided they don’t seem aggressive (due to environment).
Sentiments Toward Humans: Friendly; wary of human-only groups/towns in case they are slavers or dedicated to the Coalition.
Sentiments Toward Magic/Psionics: Mistrustful of magic, but very accepting of psionics and psychics.
Supernatural Endurance: Can lift and carry 100× their P.S. attribute and rarely fatigues (can be intensely active for 6 hours without tiring.) Also +3 to Save Vs. Poison, Drugs, and Disease (already included).
Deafness: Became deaf and now has full hearing loss. The character can communicate easily through the spoken word, and may use literacy or sign language in the place of a spoken language. They can read lips in their known languages. The character’s other senses (including psychic) are stronger; +30% to sense of smell, +10% to psychic and other senses.
Hearing Loss: Full (100%, completely deaf).
Penalties (Already Included): -20% to all spoken Languages/Sing/Play Instrument (anything that hearing is essential to), can still use radios and such equipment, but cannot hear responses, warnings, and so on. -10% to Prowl or when they are trying to move silently. Telepathy is not effected by deafness. -3 to Perception Rolls.
Recluse: The character prefers to be alone. They are usually quiet and unobtrusive, staying in the background and hoping to remain unnoticed. Feels uncomfortable in crowds and is -10% on skill performance and -1 to Perception rolls when in the spotlight (everyone is watching or has their hopes pinned on the character’s actions). No penalties when no one is watching, when alone, or with just a few people.
Background: Barkley and Sara were Coalition soldiers of the same Dog Pack, but their relationship was forbidden by their human handlers and superiors. To prevent unauthorized dalliances, they were scheduled to be assigned to different units on entirely seperate military bases. But Sara was already pregnant. Knowing their children would either be terminated or experimented on (due to their own supernatural abilities), the couple fled the Coalition during a standard training patrol. They found an abandoned medical clinic with a red cross on the door, and were able to hide out while they cut out their ID chips to elude capture. They continued their escape until they exited CS territory, finding a small village that was friendly enough toward D-Bees and building their home in the surrounding mountainous region. They adopted the last name “Redcross” in remembrance of their shelter from the CS.
Second born in a litter of three, Juno was raised with her siblings in the woods and among the many caves and trails of the mountains. She learned survival skills, as well as developing an affinity with animals and nature (even learned holistic medicine from her Father). The family were on friendly terms with many folk, including the Faeries. Shortly after reaching adulthood, there was a landslide near a hidden fairy grove in the mountains. Though they were able to save most of the Fae Folk from harm, the oldest pup, Athena, perished in the landslide, and Juno nearly joined her. As the family recovered and mourned, they adapted; Juno was deafened in that disaster, and so she began developing the skills necessary to live in such a dangerous, wild environment. She became a Wilderness Scout, and grew to know the mountains and forests for hundreds of leagues like the backs of her hands. She now takes travelers seeking passage through the more dangerous areas, as well as trapping and hunting.
Family Tree: Barkley Redcross is her Rottweiler Dog-Boy Father, he specialized as a medic and had a supernatural sense of smell; he had a love for mythology and literature after learning to read, and so all of the pups got mythological names. Sara Redcross, her Mother and also a Rottweiler Dog-Boy, specialized in combat skills and weapons and also had supernaturally tough skin. Athena was the oldest, female, and was a supernaturally gifted psychic, but perished when the siblings were 6 (adulthood). Neptune is the youngest of the litter, male, and has supernaturally long, light blue fur, which is resistant to cold and water and makes him appear almost wolf like – he is a genius and is a skilled Operator. Juno is on good terms with her parents and sibling and contacts them semi regularly if she is away.
Redcloak the Freeborn Dog-Boy (Anarchist, 1st level Wilderness Scout O.C.C.)
IQ: 10 ME: 14 MA: 12 PS: 30 PP: 15 PE: 33 PB: 10 Spd: 39 HP: # SDC: 113 PPE/ISP: 9/54 Attacks: 4
Arms: Huntsman Armour: 164 M.D.C. Wilk’s 447 LASER Rifle: 3D6 M.D., 2000ft. Compound Bow: 2D6+1, 700ft. Throwing Knife: 1D6, 60ft. Broadsword: 1D8+1. Vibro-Knife: 1D6 M.D. Handaxe: 1D6. Survival Knife: 1D6.
Abilities: Sense Psychic/Magic Energy, Recognize Psychic Scent, Sense Supernatural Beings, Enhanced Physical Endurance, Superior Sense of Smell, Track Common and Strong Scents, Identify Specific Odors, Track By Smell Alone, Trail Blazing, Cross Country Pacing, and Cartography.
Psionics: Sense Evil (2), Sense Magic (3), Sixth Sense (2), Empathy (4), Telepathy (4).
Note: This character is completely deaf.
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