Psi-Hound RCC

Dog Boys or Psi-Hounds
The typical Dog Boy soldier or Police Officer Coalition Dog Packs are a formal part of the CS Armed Forces and receive the same basic military training as the Coalition grunt. However, the Dog Pack also receives special training in honing their tracking abilities and psychic powers. The purpose of the canine mutants is to be sort of low level Special Forces operatives and watchdogs against assaults by psychics, magic, and the supernatural. A typical squad or "pack" is 4-10 canine mutants led by a Psi-Stalker (one in eight are led by a human officer). Larger groups of Dog Boys (platoons, companies, etc.) will have capable human commanders and officers, with Psi-Stalkers and experienced Psi-Hounds holding positions as low ranking noncommissioned officers (Sergeant and lower ranks). Those assigned to the various ISS city defense divisions are typically the most obedient and expert at "sniffing" out the inhuman. ISS teams patrol CS cities, military bases, and entrances to the city or military bases ever vigilant for the distinctive presence of the paranormal (see Rifts® World Book 11: Coalition War Machine for more details about the ISS, PSINET and other posts that utilize Dog Boys).

Individual members of Dog Pack troops are given free rein to wander the city or military base to keep an eye out for, and investigate, any suspicious activity or individuals. To rebuke the inquiries of a Dog Boy will mean a full Dog Pack, led by a Psi-Stalker, arriving moments later to enforce a full (and unpleasant) investigation. A Dog Pack and Psi-Stalker have the authority to enter any civilian establishment or home if they have reasonable cause, and sensing the presence of magic or the supernatural is "probable cause" for these psychic sensitives. Most CS citizens and human soldiers are comfortable with the loyal and courteous Dog Boys, welcome their presence and cooperate with them to the fullest.

City Dog Packs are used to track criminals, especially magic and psionic criminals, D-bee intruders, and supernatural menaces, as well as used as a general police force. In the military, they serve as guards against supernatural and magical spies, saboteurs and intruders, and as frontline troops used primarily for reconnaissance/exploration, escort, rescue, sabotage, surgical strikes, and seek and destroy missions.

In the wilderness, troops of Dog Pack soldiers (or other mutant animals) may be dispatched into areas of conflict. Like the US Marines of old, the Dog Pack is often the first to be sent into a trouble zone for reconnaissance and/or initial assault. Dog Boys are also sent into the Burbs and wilderness communities as scouts and spies to sniff-out covert operators — translation: find groups and individuals who practice the arts of magic, consort with nonhumans, are inhuman, supernatural, or involved in forbidden activities (i.e.: study ancient books/ruins, education, preaching equality for all life forms, speaking against the CS, enemy sympathizers, etc.). The Dog Boy may be assigned to a human team or part of as an entirely mutant animal squad, or an individual on a solo assignment.

Individual Dog Boys are frequently sent into the wilderness to pretend to be runaways or mercenaries. This subterfuge enables them to observe and/or secretly subvert the activities of real mercenaries, adventurers, "feral" mutant animals, and enemies of the Coalition States. Of course, some mutant dogs will forsake the Coalition when they discover the freedom that other societies and groups offer. Or are simply enticed to wander the world to personally explore all its marvels. This too, is anticipated by the Coalition and is part of an exercise to see how many Dog Pack soldiers remain loyal when placed under varying conditions of freedom, stress, or danger (generally under 11% leave).

Since they are seen as specially bred and trained "animals," the mutant dogs are generally considered to be an expendable commodity. A human might feel a bit of a loss over the death of a favorite hunting dog killed by a wild animal, but one simply discards the dead body and goes out to purchase a new dog. This is the general attitude of the Coalition military and most citizens. The mutant canines are just big doggies that walk on two legs, sport arms and hands, and talk instead of bark. If a job is too dangerous for a human, send in a mutant animal. If it dies, a new one can always be purchased, bred, or grown. An attitude that is not shared by the Psi-Stalkers who act as the team leaders of most Dog Packs or squads. As noted previously, most Dog Boys don't see anything wrong with how they are treated, and tend to concur that they are expendable, rather than jeopardize valuable human lives. This also means that they rarely feel cheated or abused, and are happy to be part of the human pack.

Special Dog Boy Powers & Abilities Note: The following are typical of the average Dog Boy. Some things will vary according to the breed of the dog and there are a couple of sub-divisions of mutant dogs with special abilities and/or heightened senses.  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 psychics (I.S.P.) and magic energy (P.P.E. used as a spell, in magic devices and large amounts in people; 80 or more points). The ability is constant and automatic, just like the ability to see and smell. The Psi-Hound can sense whenever a psionic ability is used within the range of sensitivity. If the energy is being continually expended, like a series of magic or psionic attacks, or is of a duration/effect longer than one melee round (15 seconds), the Dog Boy can trace it with relative ease to the source (i.e. the character or creature using the psionics). Several psionic or magic characters using their powers in the same general area will lead the canine to that location, but he will not be able to discern and remember (recognize) any of their psychic scents at a later time. Several psionic or magic characters using their powers over a large, scattered area of the Dog Boy's sensing range will confuse the senses. The mutant canine will be able to tell that there are several emanations and have a fair idea of which direction most are located, but will only be able to accurately follow the most powerful emanations of energy. Base Skill: 40% +5% per level of experience (roll once every melee round). Reduce by half when multiple sources are scattered throughout the sensing range. Range: Sensitivity to a fellow psychic or magic practitioner not using his powers is 50 feet (15.2 m) +5 feet (1.5 m) per each additional level of experience. Sensitivity to psionic and magic powers being used is 400 feet (121 m)+50 feet (15 m) per level of experience. Roll percentile dice every 1000 feet (305 m) to see if the hunter is still on the trail. A failed roll means the scent is lost. I.S.P.: None, automatic ability.

2. Recognize Psychic Scent : It is also possible for the Dog Boy to recognize the psychic scent of specific races/monsters, and even specific individuals well known to the Psi-Hound. A psychic scent is the particular signature that emanates from the psychic, practitioner of magic or supernatural being every time they use their psionic powers or cast magic. The emanation from each individual is unique and distinct, like a psychic fingerprint. Unfortunately, the Psi-Hound's ability to sense and recognize these psychic signatures is less developed than the Psi-Stalker's. Still, the mutant canines may recognize the general type of creature (human, Burster, Simvan, Psi-Stalker, etc.), and even the psi-scent of specific individuals that the Psi-Hound has encountered on numerous occasions and knows well. Base Skill: 10%+4% per additional level of experience to recognize the psychic scent of general races. Also see number three, Sense Supernatural Beings). 8%+2% per additional level of experience to recognize a specific individual. +10% bonus if the mutant has a bit of hair, skin, blood, or an article of recently worn clothing (4 hours or less). The ability to follow the psychic trail gets a bonus of +10% if it is somebody the character knows well. Range: 50 feet (15 m) +5 feet (1.5 m) per level of experience. Duration: Automatic and constant. I.S.P.: None, automatic ability.

 3. Sense Supernatural Beings : Identical in basic function and principle to the ability, Sense Psychic and Magic Energy, described in number one, above, 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 to identify the specific type/race of paranormal creature and includes alien intelligences, gods, demigods, demons, vampires, and dragons. This ability can also detect whether a person is possessed by supernatural beings. Base Skill at tracking by this scent: 35% +5% per level of experience. 70% +3% per level of experience ;/the supernatural being is also using psionics or magic. Range: Sensitivity to the presence of a supernatural being who is not using its powers is 100 feet (30.5 m) per level of experience. Sensitivity to the supernatural creatures or magic being used is 1000 feet (305 m) +100 feet (30.5 m) 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.

 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 the choice of one additional sensitive power.

5. Psi-Bonuses: Dog Boys are effectively master psionics with special psionic sensitivity as described above and below. This means 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 and all forms of mind control. I.S.P.: To determine the character's initial amount of Inner Strength Points, take the number of M.E. as the base, roll 1D6x10 and add it to the base number. The character gets another 10 I.S.P. for each additional level of experience. Considered a master psionic. I.S.P. is regained at the rate of two per hour of activity, or 12 per hour of meditation or sleep!

6. Physical Bonuses: All Dog Boys, regardless of breed, get the following bonus rolls and attribute modifications. +2 on initiative roll, +1 to strike, parry, and dodge, +2 to save vs disease, +2 to save vs possession, +1D4 to P.E. attribute, 1D4 to P.S. attribute, +2D6 to speed attribute. Also see Optional Character Tables and notes on different breeds for possible additional bonuses and considerations. The physical endurance of the Dog Boys is twice that of the average human when it comes to resisting fatigue and lifting weight. Mutant canines with a P.S. under 17 can carry 20 times their P.S. in pounds; those with a P.S. of 17 or higher can carry 40 times their P.S. in pounds. In all cases, characters can lift twice as much as they can carry. The typical Dog Boy can work or play at an intense but even pace for two hours before he starts to feel the serious effects of fatigue (humans tire in an hour). Extremely exhausting tasks such as running full tilt without pause or fierce hand to hand combat can be done for a full 40 minutes before the mutant canine becomes exhausted. Exhaustion penalties are the same as humans (-2 on Spd., -2 on initiative, -2 to damage and -1 to strike, parry and dodge; double the penalties for each additional 15 minutes without appropriate rest). However, Dog Boys and most mutant animals recover in about 15 minutes of rest or light work (half the time a human needs).

 7. Superior sense of smell . The olfactory ability of mutant dogs is as superior to humans as their four legged cousins —roughly one million times better than a normal human. The Dog Boy can follow a scent trail that is four days old (provided it hasn't been washed away) and recognize an odor from smelling only a few molecules! This is possible because the canine olfactory center is constructed differently than humans and is 40 times larger and more sensitive. For example, a human has roughly five million sensory cells in the olfactory membrane, while a Dachshund has 125 million, most Terriers around 150 million and a German Shepherd 220 million! Thus, the average Dog Boy can smell odors (that aren't sealed in airtight containers) up to 12 inches (0.3 m) underground and up to two feet (0.6 m) under snow. Those bred from "hounds," especially bloodhounds, are particularly expert in recognizing and following scents. A trained tracker can identify and follow the "scent image" of specific individuals from their sweat (every individual human's sweat — and most D-bees' — is unique to him, like a fingerprint). Their olfactory senses are so great and they have become so expert in tracking by scent that the canine mutant (and ordinary hounds) can deduct from the evaporation of the sweat and various other ingredients of the smell, which scents are freshest, what direction they are leading and even let the Dog Boy guess which way the person may have gone when the trail breaks or runs cold. The wet nose actually helps in smelling by dissolving molecules floating in the air, bringing them into contact with the olfactory membrane and cleaning old smells away. Common and strong scents: Recognize and accurately identify general/common/known smells, including gases, food, animals, and the path used by a group of humans, mutant animals, D-bees or monsters, as well as other strong and/or distinctive odors. Base Skill: 70% +3% per level of experience. Range: 100 feet (30.5 m) per level of experience. Identify specific odors: Including the scent of specific individuals (specific characters), poisons or drugs mixed into food or drink, unique and usual scents. The Dog Boy must be familiar with the target subject and/or have a piece of clothing, hair, blood, etc., that the tracker can use as a reference. Base Skill: 54% +2% per level of experience. Range: 25 feet (7.6 m) per level of experience. Track by smell alone! This means the mutant canine relies entirely on his sense of smell (if blinded, he cannot follow physical tracks/footprints or any other visible trail). This also means that a Psi-Hound can sniff his way through total darkness if there is a scent that can be followed, and the character suffers only half the normal penalties to strike, parry, and dodge when blinded or in total darkness. When combined with the Dog Boy's superior sense of hearing and ability to sense magic and psychic energy and the supernatural, this formidable hunter can usually put together an incredibly accurate picture of who or what it is tracking and just how near or far it may be. Base Skill: 40% +4% per level of experience. A few notes about tracking by scent: In most cases, the Dog Boy character should roll once for every 1000 feet (305 m) to see if he or she stays on the trial (half that distance if the scent is unusually light or if the trail is covered in light rain or snow). 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, nor smell Astral Beings, Ghosts or energy beings, although he can probably "sense" their presence and general locale if nearby. 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 for their lack of nightsight.

8. Keen Sense of Hearing. Dogs and Dog Boys alike, have exceptional hearing compared to humans and even cats and many other animals. The mutant canines can hear into a higher range of sound and can register sounds of 35,000 vibrations per second compared to 20,000 in humans and 25,000 in cats. Additionally, their large ears work like external sound receivers that can prick up and swivel to focus in on the sound of the noise (thanks to 17 ear muscles). They can also shut off their inner ear to filter the general din of noise to zero in on the sound they want to concentrate on.

9. Good Sight. The field of vision in short-nosed canines (like boxers and terriers) is 200 degrees, in long-nosed breeds (like the German Shepherd and hounds) 270 degrees; compared to the human's 100 degrees. Dog Boys see color in a similar range as humans, but the colors are a bit dulled. Farsightedness and other eye problems common to humans are a rarity in Dog Boys. 10. Sense of Taste and Biting. Dog Boys have only a fair to good sense of taste. This is probably a blessing of evolution for true dogs because they are both carnivores who eat what they catch (usually on the run) and scavengers who eat old and decaying food of all kinds. The bite of a Dog Boy will vary with the breed (see specific bonuses in the section about various breeds). A typical nipping or warning bite from most breeds (including German Shepherd and most setters and pointers) typically inflicts 1D6 S.D.C. damage, while a full strength bite does 2D6 damage — more in some of the larger or more powerful breeds, including wolf, coyote, Wolfhound, Rottweiler and Pit Bulls. Note: Dog Boys are discouraged from using biting attacks because the CS is nervous about encouraging such savage and primal action, and because such attacks open the mutant warriors to serious injury to the mouth, throat and head.

11. Sensitivity to Ley Line energy. Ley lines and nexus points impair and even obliterate the Psi-Hound's psychic and supernatural sensing abilities. This means the Dog Boy cannot use these abilities to locate magic or supernatural prey or to sense their appearance when on a ley line or near a nexus. However, the creature's normal physical senses, especially smell, are not affected and the other psychic sensitive abilities are enhanced (as usual). Still, the mutant canines are leery around places of magic and often show uncharacteristic signs of being nervous and on edge. They are afraid (some are terrified) during Ley Line Storms which actually cause physical discomfort to Dog Boys — headaches, crackling sounds in the ears, and static electrical buildup/shocks, plus they are two times more likely to be struck by ley line energy and lightning. Abilities Note: The instincts, attributes and abilities of specific breeds of mutant canines, genetically manipulated and designed for special tasks, may have different stats. See Canine Special Forces, the Sea Dog and Kill Hound in particular.

 Dog Boy R.C.C.  Alignments: Any, but most lean toward good, 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.

Average Attribute Range (Standard Dog Boy): I.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 3D6, P.P. 3D6, P.E. 3D6, P.B. 3D6, Spd 3D6 running

Hit Points: Standard: P.E. attribute number plus 1D6 per level of experience.

S.D.C.: 20 plus those gained from physical skills; some breeds may get S.D.C. bonuses.

Average Weight: Varies according to the breed. Average weight is around 140 to 180 Ibs (63 to 81 kg).

Average Height: Varies with the breed, with an average height of around 5-6 feet (1.5 to 1.8 m); the smallest is four feet (1.2 m), the largest seven (2.1 m); these two extremes tend to be unusual (less than 15%).

General Physical Appearance: Human looks, none, other than being bipedal and having two arms and legs. 85% have human legs while 15% have canine-like (or Wolfen) legs; the latter being part of a genetic experiment in variations of physiology. The head/face is that of a canine, the body is fur covered, and there is a tail. Hands: Fully articulated fur covered hands with human-like opposable thumbs, although most have long canine fingernails. Bipedal stance that enables the mutant canines to stand erect and walk and run the same as humans, although some are partial to running on all fours, in a loping movement.

Human Speech: Partial to full. Speech is a bit guttural and the character still has a tendency to growl, whimper, and howl when excited. Average Life Span: 32-45 years; add 10 years to females. Natural Abilities: See special abilities above. Magic: None. Even most "feral" and "free born" Dog Boys tend to distrust and avoid magic and magic items, including weapons. Average P.P.E.: Most of the individual's P.P.E. has been expended in the development of psychic abilities. The remaining Permanent P.P.E. Base is 3D6.

Breed Tables
Dog Boy's Height 01-10 Four feet (1.2m) 11-30 Five feet (1.5m) 31-50 Five feet, six inches (1.7 m) 51-65 Five feet, 10 inches (1.78 m) 66-80 Six feet (1.8m) 81-90 Six feet, four inches (1.9m) 91-00 Six feet, eight inches (2 m)

Type/Breed of Dog Below are some of the most common and interesting breeds of dog used by the Coalition States for the creation of Dog Boys.

01-05 Irish Water Spaniel. Good tracker, excellent swimmer (base skill 90%); has a coat of fur that's almost totally waterproof.

06-10 Wolfhound. Tracks by sight, not scent; -40% to track by smell, but add 30 to S.D.C., 1D4 to P.E. and P.S. attributes, +3D6 to spd attribute, and +2 on initiative. Bite does +2D6 damage.

11-15 Irish or English Setters. Good tracker, add 2D6 S.D.C. and +1 to P.E. attribute, and fair swimmer (55%).

16-20 Coonhound. Originally bred to hunt raccoons; a superior sniffer, +2% to track by smell.

21-25 Golden Retriever. Good tracker, hardy, add +3D6 S.D.C., add +1 to P.S. and P.E. attributes; natural swimmer: base skill 80%.

26-30 Cocker Spaniel. Excellent tracker: +4% to track by smell, hardy, add +2D6 S.D.C., and an excellent swimmer: base skill 80%. 31-35 Airedale Terrier. Very good tracker, +2% to track by smell, excellent hunter, alert and aggressive; +1 on initiative, add 10 to S.D.C., fair swimmer: base skill 40%.

36-40 Beagle or Foxhound. Excellent trackers: +6% to all tracking by smell skills, but reduce average size by 10% (never taller than 4 ft/1.2 m), and its bite does 1D4 on a nip and 2D4 on a full strength bite.

41-50 German Shepherd (aka: Alsatian). Good tracker, alert, highly intelligent and loyal. Add 1D6 to I.Q., P.E., and Spd attributes, plus add 15 to S.D.C. and +1 on initiative. Good swimmer (60%). Note: Loves to help/work with humans and has a friendly disposition. Extremely loyal.

51-55 Bloodhound. The super-scent tracker; +12% to all scent abilities, +1D6 to S.D.C., fair swimmer (45%).

56-60 Boxer. A very good tracker: +4% to all track by smell skills; stocky but powerful, with a strong neck and powerful leg and back muscles, capable of jumping great distances. Mutant Boxers can leap 15 feet (4.6 m) high or long after a short running start. Add +1 to I.Q. attribute, +1D4 to P.E. and P.S. attributes, and +20 to S.D.C. The creature's bite is also more powerful than most, inflicting 2D4 on a nip and 3D6 S.D.C. damage on a full strength bite.

61-65 Bull Terrier/Pit Bull. Reduce size by 10% (never taller than 5 ft/1.5 m), but add +2D6 to P.E. attribute, add 2D4 to P.S. attribute and add 40 to S.D.C.! Bite inflicts 2D6 S.D.C. damage from a nip and 4D6 from a full strength bite. -30 to track by smell; only a fair tracker.

66-70 American Water Spaniel or Setter. Very good tracker: +2 to track by smell; very good swimmer (70%); and add +1D6 S.D.C. to the Spaniel and 2D6 to the Setter; good natured and loyal, but tend to show an independent spirit.

71-75 Elkhound or Malamute. Good tracker, also big and powerful; add 20 to S.D.C., +1D4 to P.S. and P.E. attributes, +2 on initiative, 3D6 to Spd attribute and +1D6 to bite. Elkhounds are typically 1D6+1 inches above six feet (1.8+ m) 76-80 Lakeland Terrier. Reduce size by 10% (rarely taller than 4 ft/1.2 m), but tough and aggressive, +2 initiative, +1 to strike, add 2D6 to S.D.C., fair swimmer (40%).

81-85 Greyhound. Tracks by sight, not scent (equal to the human sight tracking skill of 74%); -40% to track by smell penalty. Add 1D4x10 to spd attribute, +1D4 to initiative and +1D4 to P.E. attribute.

86-90 Bull Dog and Bullmastiff. Poor trackers, -30% to track by smell penalty, but tough and powerfully built. Add 20 S.D.C., +1D6 to P.S. and P.E. attributes. Reduce spd attribute by 1D4 points. Add 1D6 damage to the bite of the Bullmastiff.

91-95 Rottweiler or Doberman. A fair tracker by smell (-5%), but powerfully built and ideal for outdoors work and as a guard dog. Add +1 to I.Q. attribute, +1D6 to P.S. and P.E. attributes, +2D6 to spd attribute and +20 to S.D.C. Works well with humans and is very clever and loyal.

96-00 Newfoundland Navy Sea Dog (see seperate entry)

Navy "Sea Dog" R.C.C.
The Newfoundland canines have been genetically engineered into a humanoid Dog Boy for use primarily in the Coalition Navy. The Newfoundland was chosen because of its love for water, its swimming aptitude, endurance and incredible work ethic — it is one of the hardest working and loyal dogs ever developed. At the same time, it is a gentle, friendly creature with an even disposition and a love for humans, particularly children. Before the Great Cataclysm, the web-footed canine was a favorite companion of sailors and an outstanding sea-rescue dog — some pre-Rifts historians credit the Vikings for the original breed of dog (it was also used as a draught animal in early times). The mutant version of this animal has all the dog's best qualities combined with the versatility of the human form. Sea Dogs are superb, natural swimmers who take to the water with amazing strength, grace and ability. They love to swim and are used in sea-rescues, reconnaissance, guard duty, sailing, salvage, and combat. Sea Dogs are loyal, obedient and give of themselves to a fault. They jump to attention and don't hesitate to come to the aid of a human in distress. Their Psi-Hound abilities to sense the supernatural and magic are a great help in sensing the approach of unnatural storms, the presence of entities, sea monsters and the supernatural.

Sea Dog R.C.C. Alignments: Any, but most Sea Dogs lean toward principled, scrupulous or aberrant. Characters who are anarchist, miscreant, or diabolic alignments tend to be loners and do not work well in a group unless they can be the leader.

Attributes (Newfoundland): M.E. +4, M.A. +6, P.S. +6, P.E. +6, Spd is the same running or swimming. Attribute bonuses noted above are in addition to others listed under the Dog Boy R.C.C. Special Dog Boy Powers & Abilities. Do not roll on the optional tables for size or breed.

Hit Points: 10 + P.E. attribute number and 1D6 per level of experience.

S.D.C.: 30 plus those gained from physical skills.

Average Weight: Average weight is around 190 Ibs (85.5 kg); mostly muscle.

Average Height: 5 ft, 9 inches to 6 ft, 3 inches (1.7 to 1.82 m).

General Physical Appearance: A thick waist and bulky, solid build. The fur is coarse, straight, and flat, with an oily, water resistant quality; typically black, chocolate brown or white with black markings (Landseer markings). The eyes are brown, the muzzle short, ears are set back and lay flat. The hands and feet are large and broad with webbing between the fingers and toes for better swimming. Bipedal stance and full human legs; bushy tail.

Human Speech: Partial to full.

Average Life Span: 32-45 years; add 10 years to females.

Natural Abilities: Fundamentally the same as the Dog Boy R.C.C., with the following exceptions: Natural, instinctive swimmers who love the water (98% swim skill), can hold breath for 1D4+2 minutes, resistant to cold (half normal damage), and has water resistant fur, but sense of smell and tracking by scent are -20%.

Psi-Hound Background
Psi-Hounds do not roll on the traditional character creation tables. They use the following steps and tables for their background generation.

Part 1: The Eight Attributes

Part 2: Skills, their choosing, and Skill Percentages

Part 3: Determine background: If you are a normal psi-hound, then you roll on the following tabel to determine how you were born. A Psi-Hound Sniffer and a Kill Hound does not make this roll, rather all being test tube babies.

Determine Birth type:

01-50:       Test tube baby (+1 PS) 51-90:       Born of a mother in the lab (+1 MA) 91-00:       Born of a mother in the Field (+1 PE)

Part 4: Creche Events: You were raised in a group of other psi-hounds by both human and psi-hound caretakers. Most of the time, this is a pleasant time of playing and learning. Sometimes it is eventful. Add 1000 XP

01-14:       Boring, textbook childhood. 15-19:       Dominance problems: Whether it was among your pack, or you had a particularly weak caretaker, you had dominance issues when you were young. You have since learned your place, but it was hard and painful lesson (+10 SDC and add 500 XP) 20:          Born Leader: Within your creche pack, you were a born leader. After going through basic, you may increase your rank by one. (Add 500 XP)

Part 5: Training Events and Life Events are as normal. You start training at age 3, and it lasts for 3 years. You may add 1d4 years to this in military service since you began your military career. Note that few psi-hounds ever make it beyond E-4. Only a select few will ever see NCO ranks, and they will always be lower effective rank than any human, despite their advancements.

A) Training Life Events 01-08:   Nothing Happened (+200 XP) 09-12:    Friends and Enemies 13-15:    Romantic Involvement 16-20:    Graduation Day B)Military Life Events 01-10:   Tour of Duty 11-14:   Friends and Enemies 15-19:   Romantic Involvement 20:        Nothing Happened (+100 XP)

Part 6: Total Experience from each year as you roll it, and apply it to your character. This will determine when you get benefits like extra skills, etc, and what level they are at start of game. Level up your character as you gain enough experience to. Use the experience charts for your character listed in Rifts Unlimited Edition and the Coalition Navy and Lone Star Sourcebooks.

Part 7: Choose MOS. Then choose complete the process with skill choices (MOS, OCC related, and Secondary).

Part 8: Fill out personnel record - This is an in character version of your character sheet. It lists the schools, medals, and punishments you have managed to obtain by this point. Only OCC, OCC related, and MOS skills count towards schools and training courses. Secondary skills represent skill you learned on your own, as a hobby or interest.

Part 9: Post your completed Personnel Record to your sheet, as well as your completed personnel record. Once this is done, then edit in the description of your character, including portrait, description, and a sense of who your character is. Also make sure to PM the GM, so it can all be approved BEFORE you post in public. Ranks are listed at the end of this thread.

Part 10: Once approved, fill in your current loadout in the equipment thread, and get with the GM for your introduction.

Dog Pack Soldier O.C.C.
The Dog Pack Program that all CS Psi-Hounds go through is a three year program that teaches the dogs obedience, hones their bodies, and teaches them basic military skills they will need in their service. All Psi-hounds undergo the same training, only their M.O.S. will vary. (For more information, see Lone Star p. 27 “the Program”)

Other mutant animals will go through similar training, though they may have specific M.O.S. training options that vary from these norms.

Base S.D.C.: 2D6 S.D.C. (in addition to the base S.D.C. of the mutant dogs) O.C.C. Skills Body Building Climbing (+10%) General Athletics Hand to Hand: Expert Intelligence (+6%) Land Navigation (+10%) Lore: Demons and Monsters (+15%) Military Etiquette (+15%) Radio: Basic (+10%) Running Sensory Equipment (+10%) Tracking (Humanoids) (+15%) Weapon Systems (+10%) W.P. Energy Pistol W.P. Energy Rifle W.P. Knife, Spear, or Sword Wilderness Survival (+10%) Hand to Hand: Expert can be changed to Martial Arts or CQB for the cost of one "other" skill. Also, choose one Military Occupational Specialty from the list below:

Naval Infantryman M.O.S.: This is your typical dogboy marine. While this (and its army equivalent) is quickly becoming a new standard in training, until recently this was not a particularly common M.O.S. choice – or at least not as common as it is now. Now one in three psi-hounds gets this training. One difference in human and dogboy training is the inclusion of first aid training among all dogboy soldiers.

Camouflage (+20%) Detect Concealment (+15%) Detect Ambush (+20%) First Aid (+5%) Military Fortification (+20%) Physical Skill of choice (+20%) W.P. Heavy Military Weapons W.P. of Choice Rank: Infantrymen start out at E-2.

Military Police M.O.S.: Trained to secure bases from both outside interference, and the actions of drunk, disorderly, and disobedient soldiers, CS MPs are both discrete and hard-nosed. While some may later go into ISS, not all do. Requirements : I.Q. 10, M.A. 11

Pilot Hover Cycle (+15%) Find Contraband, Cybernetics, and Weapons (+20%) Law (CS) (+15%) Streetwise (+20%) W.P. Blunt W.P. Handguns W.P. Shield W.P. Shotgun Bonuses : MPs get +1 to Perception, due to alertness and detailed analysis training. They also get +1 on initiative at levels 1, 3, 7, 10 and 14, +1 to save vs. magic illusion and mind control, and +2 to save vs. horror factor at levels 2, 4, 7, 10, 12 and 15. Rank: Military Police start at E-2.

Monster Hunter M.O.S.: Trained in anti-vampire techniques, anti-demon techniques, and techniques to counter a host of other threats, these special forces soldiers are highly effective at identifying and killing supernatural threats. These soldiers are often given access to specialized equipment and intelligence. These soldiers are often assigned to deep insertion search and destroy patrols with major supernatural baddies as their targets. They are also sometimes assigned to normal patrols to give them a dedicated anti-supernatural specialist to rely on when they encounter something big and bad. Reconnaissance Landing Teams often use these talented anti-supernatural hunters to help them eliminate enemies of the state who use monsters for guards and soldiers. Requirements : M.E. 15, P.E. 14

Lore: Undead/Vampire Hunting (+20%) Lore: Demon & Monstors (+20%) Lore: Magic (+25%) Lore Psychic (+25%) Lore: Religion (+15%) W.P. Handguns W.P. Rifles W.P. Archery Bonuses : Monster Hunters get +1 on initiative at levels 1, 4 and 9, +1 to save vs. magic illusion and mind control, +1 to save vs. psionic attack and +1 to save vs. magic of all kinds. They also receive +1 to save vs. possession at levels 1, 3, 6, 10, and 13, +2 to save vs. horror factor at levels 2,4, 7, 10, 12 and 15, and +1 to Perception at levels 1, 4, 7, 10, and 14. Rank: starts as E-2

Psychic Security M.O.S.: More than “just” being cops, these soldiers are trained in the fine art of recognizing and stopping enemy magic users and psychics. This M.O.S. is used both by the military (for securing its bases and for search and destroy type missions) and by the I.S.S. (Internal Security Service – the CS’s police force). It is one of the most common M.O.S.s for the Psi-hounds.

Find Contraband, Cybernetics and Weapons (+15%) Interrogation (+15%) Lore: Magic (+20%) Lore: Psychic (+25%) Streetwise (+10%) Surveillance Systems (+15%) W.P. Blunt W.P. Shotgun Bonuses : Psychic Security Agents get +2 to Perception, due to detailed analysis and alertness training. They also get +1 on initiative at levels 1, 3, 7, 10 and 14, +1 to save vs. magic illusion and mind control, and +2 to save vs. horror factor at levels 2,4, 7, 10,12 and 15. Rank: Psychic Security Agents start out at E-2.

Navy Seadogs can choose any of the following M.O.S. options, as well as those from the preceding list.

Navy Sea Dog M.O.S.: By far the most common M.O.S. for those in the navy, this M.O.S. is very similar to the basic training most Navy personnel go through, but it stacks upon the already formidable basic training that all psi-hounds receive. In the end, they are capable sailors, and excellent soldiers, though they lack some of the focused skill-sets that make Navy Personnel so revered. As helpers go though, you can’t find a more enthusiastic aid than a mutant dog. Many end up getting elected unofficial mascots of the sections in which they serve. Races and contests among the “mascots” are common and a source of great morale for these sailors – although such activity is frowned upon by the officers.

Basic Electronics (+5%) Basic Mechanics (+5%) Damage Control and Disaster Response (+15%) Military Seamanship (+10%) Navigation (+5%) Physical Labor Pilot Warships and Patrol Boats Heavy MD Weapons Rank: Sea Dogs start at E-2.

Reconnaissance Landing Team: Commandos: AN RLT consists of ten highly trained infantrymen, plus a senior NCO and a Lieutenant (usually J.G.). The primary mission of an RLT is reconnaissance of amphibious landing sites and enemy positions. Additionally they are trained to perform special operations missions, such as search and destroy patrols, sabotage, assassination (usually by sniping), hostage rescue, and more. Unlike the sub-M.O.S. that follow, the RLT is a special ops generalist. Requirements : I.Q. 12, P.S. 12, P.E. 15

Demolitions (+10%) Demolitions: Underwater (+10%) Demolitions: Disposal (+10%) Detect Ambush (+20%) Detect Concealment (+20%) Land Navigation (+15%) One Physical Skill or W.P. of choice (+10%) Prowl (+15%) Bonuses : RLT operatives get a +1 bonus to perception checks, due to alertness training, and detailed observation drills during training. They also get an additional +1 to initiative at levels 1, 5, 10, and 15. Rank: RLT Commandos start at E-2.

Reconnaissance Landing Team: Close Quarters Battle Specialist M.O.S.: Trained in close combat, these specialists are the bunker clearers, the first into insurgent houses, and generally considered second only to other Reconnaissance Landing Team Commandos in terms of being bad-ass. They also have one of the higher fatality rates, because of this. Still, combat junkies and heroes alike clamor for the chance to become part of their ranks. Requirements : I.Q. 10, P.S. 12, P.P. 12, P.E. 15 2 physical skill selections (+20% if applicable)

Change Hand to Hand to either CQB or Martial Arts. May choose to trade two of their other skill choices for Hand to Hand: Commando. W.P. Blunt W.P. Handguns W.P. Knife W.P. Spear W.P. Shotguns Bonuses : RLT: CQB Commandos get an additional +1 to initiative and dodge at levels 1, 5, 10, and 15. Rank: RLT: CQB Commandos start at E-2.

Reconnaissance Landing Team: Forward Observer M.O.S.: Part of the N.I.’s Reconnaissance Landing Teams, forward observers help artillery and air strikes to be more precise. They also prevent aircraft from dropping ordinance on friendly forces. Requirements : I.Q. 10, M.E. 12, P.E. 15

Detect Concealment (+25%) Land Navigation (+30%) Military Sign Language (+15%) Math Basic (+15%) Optic Systems (+15%) Pilot Hover Cycle (+15%) Prowl (+25%) W.P. Spear (for Rifles with Bayonets) Bonuses : RLT: Forward Observers also get Read Sensory Equipment at (+15%) instead of (+10%). Forward Observers also get +2 to Perception, due to alertness and detailed analysis training. Rank: RLT: Forward Observers start out at E-2.

O.C.C. Related Skills: Select four other skills at level one and two additional skills at levels three and one at levels six, nine and twelve. All new skills start at level one proficiency.

Communications: Any Cowboy: None Domestic: Any Electrical: Basic Electronics only Espionage: None Mechanical: Basic Mechanics and Automotive Mechanics only. Medical: First aid only. Military: Any (+15%) Physical: Any, except acrobatics and gymnastics Pilot: Any Pilot Related: Any (+5%) Rogue: Any Science: Math only Technical: Any Weapon Proficiencies: Any Wilderness: Any (+5%)

Secondary Skills: The character also gets to select four secondary skills from the secondary skill list, and two additional skill at levels 3, 8, and 13. These are additional areas of knowledge that do not get the advantage of any bonuses, except perhaps a bonus from an exceptional I.Q. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as indicated on the secondary skill list.

Standard Issue Equipment: One assigned suit of DPM-2 Heavy Dog Pack Riot Armor, with non-environmental helmet (with or without visor), Standard First Aid Kit with RMK in water-tight medium pouch, Life Preserver Jacket meant to fit over Armor if assigned to a Navy post, Heavy Rain Suit, Woolen Winter Jacket, Woolen Cap, Several Pairs of Gloves, Multiblade Pocket Knife, Combat/Survival Knife, Walkie-Talkie, Personal Grooming Kit, Polarized goggles or polarized sunglasses, 3 Fatigue Uniforms, 1 Dress Uniform, Set of PT clothes, Waterproof Combat Boots, Running Shoes, air filter & gas mask, canteen, two medium sacks, and a large rucksack (to carry everything).

Standard Equipment on Assignment: All dogboys have a choice of any two of the following (mixing and matching is allowed): vibro-knives, vibro-claws, combat vambraces, vibro-saber, vibro-sword, or neuro-mace. They will also be assigned an energy pistol with choice of shoulder or waist holster, an energy rifle with sling, telescopic sight and nightvision scope, 4 e-clips for each (with ammo pouches), and 3 waterproof chemical signal flares (in a standard small pouch).

Equipment available upon special assignment: Hand grenades, smoke grenades, 1D4 signal flares, other types of explosives, heavy weapons, optical enhancements, camera equipment, light vehicles, food rations and non-regulation weapons and armor (mainly for the purpose of disguise and infiltration into enemy territory). The new full environmental DPM-Dead Boy armor may also be made available to Dog Boy officers and for special assignments. Note: All weapons and equipment are given out on an as needed basis, with the commanding officer deciding whether or not the item(s) is really necessary or not. If the officer doesn't like the character(s), the availability of items may be extremely limited.

Money: The Dog Pack soldier gets a roof over his head, access to military facilities, food, clothing, medical treatment, basic supplies and equipment, and all other basic needs provided in exchange for his or her loyalty and lifetime of service to the CS. The Dog Boy's quarters is a nice dormitory arrangement shared by eight mutants, divided into pairs. Each pair of roommates gets a bedroom/study complete with CD stereo system, television and VCD, mini-refrigerator, desk, dresser, and comfortable bed. A modest monthly salary of 200-300 credits is also provided to Dog Pack soldiers and 700 a month to officers. Player characters start off with two months pay.

Cybernetics: None to start and most mutant canines would prefer to avoid them. However, the CS has experimented with bionic limbs (especially weapon hands/arms and weapon systems), M.O.M. implants, as well as implants and prosthetics necessary for medical purposes.

Identification Coding (I.C.): All official Dog Boys and animal experiments are "tagged" with a dual identification system similar to the one used to I.C. psychics living in the Coalition States. A postage stamp sized bar-code is tattooed behind the ear or at the base of the jaw. In addition, a scan readable I.C. chip is implanted in the skin, usually at the base of the skull. The implant provides scan readable information and also serves as a tracking device (one mile/1.6 km range). Both the bar code and the implant show the creature's place of creation, class, date of birth, and similar basic data. Additional barcodes and implants can be placed on the animal to indicate its history, offenses, problems, and experiments to which it has been subjected. Implants have also been used to influence, track and control other types of mutant creations. All "officially" sanctioned genetic creations/experiments must be recorded, tagged and documented. Each and every Dog Boy ever made (or born) is registered and has a detailed data file that follows the mutants wherever they go (unless they "go feral"). Illegal mutants do NOT have this identification and tracking features so they can't be traced back to Lone Star.

Kill Hound Psi-Hound R.C.C.
Kill Hounds Kill Hounds are one of the GED's latest variations on mutant canines, introduced in 104 P.A. Kill Hounds are intended to be frontline shock troopers and wilderness hunter-killers of D-bees and monstrous animals, as well as guards and escorts. They were specifically designed with the siege on Tolkeen in mind, and though the CS would probably deny it, to literally rip D-bees and magic users to shreds. These mutant canines are huge, hulking beasts with powerful builds, bristling muscles and a lust to hunt, fight and kill — that is what they live for. Unlike the intelligent, loyal, obedient, and self-controlled Dog Boys, Sea Dogs and K-9 Sniffers, Kill Hounds are allowed (even encouraged) to keep their predatory instincts and savage side honed. Kill Hounds are genetically designed and trained to love to fight and to be fearless. In this regard, they are more animalistic: narrowly focused on their purpose (i.e. fight and kill), aggressive (be alert, fight and kill), and reasonably strong-willed (don't back down, fight and kill)! They are even encouraged to fight and kill with their powerful jaws and often allowed to eat a portion of their (D-Bee and monstrous) prey. A favorite attack against S.D.C./H.P. enemies is to rip out their throats with their teeth or a vibro-blade. They especially enjoy being given a seek and destroy mission and then let loose to do their job. A squad of 8-10 has been known to slaughter lightly defended D-bee villages that outnumber them three to one. Even well armed adventure groups, meres and bandits equal in number to the Kill Hounds, usually fall to these savage canine monsters. Most Kill Hounds are supremely confident, cocky, and bold individuals who tend to have a pack or mob mentality; meaning the larger the group of Kill Hounds, the bolder, meaner and more murderous they become. Even their Coalition masters sometimes have trouble controlling them, especially when the mutant canines are wounded or caught in a bloodlust. In addition to the human or Psi-Stalker squad leader, Dog Packs of Kill Hounds always have a pecking order, with one alpha and beta Hound along with an internal order of submissiveness of the others — a sort of unspoken, unofficial ranking and power structure within the group, with the Alpha Hound having the most power and influence over the other Kill Hounds. If anything should happen to the human leader, the Alpha Hound instantly assumes command without protest by the others. Although aggressive and prone to give icy stares, snarls, back talk and slow response (all acts of defiance and little tests of power) when given an order the Kill Hounds don't like, they do respect and honor their human masters (Psi-Stalkers have a bit more trouble handling them). However, they never hesitate at a chance to hunt, track or kill.

Special Dog Boy Powers & Abilities Note: Natural, instinctive hunters and killers who love to give chase, intimidate/bully, torture, fight, maim and kill (by tearing apart their opponents). They are relentless and savage hunters and killers, who never rest until they have caught (and in many cases, kill) their man.  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 psychics (I.S.P.) and magic energy (P.P.E. used as a spell, in magic devices and large amounts in people; 80 or more points). The ability is constant and automatic, just like the ability to see and smell. The Psi-Hound can sense whenever a psionic ability is used within the range of sensitivity. If the energy is being continually expended, like a series of magic or psionic attacks, or is of a duration/effect longer than one melee round (15 seconds), the Dog Boy can trace it with relative ease to the source (i.e. the character or creature using the psionics). Several psionic or magic characters using their powers in the same general area will lead the canine to that location, but he will not be able to discern and remember (recognize) any of their psychic scents at a later time. Several psionic or magic characters using their powers over a large, scattered area of the Dog Boy's sensing range will confuse the senses. The mutant canine will be able to tell that there are several emanations and have a fair idea of which direction most are located, but will only be able to accurately follow the most powerful emanations of energy. Base Skill: 40% +5% per level of experience (roll once every melee round). Reduce by half when multiple sources are scattered throughout the sensing range. Range: Sensitivity to a fellow psychic or magic practitioner not using his powers is 50 feet (15.2 m) +5 feet (1.5 m) per each additional level of experience. Sensitivity to psionic and magic powers being used is 400 feet (121 m)+50 feet (15 m) per level of experience. Roll percentile dice every 1000 feet (305 m) to see if the hunter is still on the trail. A failed roll means the scent is lost. I.S.P.: None, automatic ability.

2. Recognize Psychic Scent : It is also possible for the Dog Boy to recognize the psychic scent of specific races/monsters, and even specific individuals well known to the Psi-Hound. A psychic scent is the particular signature that emanates from the psychic, practitioner of magic or supernatural being every time they use their psionic powers or cast magic. The emanation from each individual is unique and distinct, like a psychic fingerprint. Unfortunately, the Psi-Hound's ability to sense and recognize these psychic signatures is less developed than the Psi-Stalker's. Still, the mutant canines may recognize the general type of creature (human, Burster, Simvan, Psi-Stalker, etc.), and even the psi-scent of specific individuals that the Psi-Hound has encountered on numerous occasions and knows well. Base Skill: 10%+4% per additional level of experience to recognize the psychic scent of general races. Also see number three, Sense Supernatural Beings). 8%+2% per additional level of experience to recognize a specific individual. +10% bonus if the mutant has a bit of hair, skin, blood, or an article of recently worn clothing (4 hours or less). The ability to follow the psychic trail gets a bonus of +10% if it is somebody the character knows well. Range: 50 feet (15 m) +5 feet (1.5 m) per level of experience. Duration: Automatic and constant. I.S.P.: None, automatic ability.

 3. Sense Supernatural Beings : Identical in basic function and principle to the ability, Sense Psychic and Magic Energy, described in number one, above, 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 to identify the specific type/race of paranormal creature and includes alien intelligences, gods, demigods, demons, vampires, and dragons. This ability can also detect whether a person is possessed by supernatural beings. Base Skill at tracking by this scent: 35% +5% per level of experience. 70% +3% per level of experience ;/the supernatural being is also using psionics or magic. Range: Sensitivity to the presence of a supernatural being who is not using its powers is 100 feet (30.5 m) per level of experience. Sensitivity to the supernatural creatures or magic being used is 1000 feet (305 m) +100 feet (30.5 m) 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.

 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 the choice of one additional sensitive power.

5. Psi-Bonuses: Dog Boys are effectively master psionics with special psionic sensitivity as described above and below. This means 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 and all forms of mind control. I.S.P.: To determine the character's initial amount of Inner Strength Points, take the number of M.E. as the base, roll 1D6x10 and add it to the base number. The character gets another 10 I.S.P. for each additional level of experience. Considered a master psionic. I.S.P. is regained at the rate of two per hour of activity, or 12 per hour of meditation or sleep!

6. Physical Bonuses: All Dog Boys, regardless of breed, get the following bonus rolls and attribute modifications. +5 on initiative, +2 to strike, +5 to save vs disease and poison, +2 to save vs possession, +10 to save vs horror factor. Also see Optional Character Tables and notes on different breeds for possible additional bonuses and considerations. The physical endurance of the Kill Hounds surpass even that of the Dog Boy when it comes to resisting fatigue and lifting weight. They can lift and carry 100 times their P.S. attribute number and rarely fatigue (can be active for six hours without tiring).Extremely exhausting tasks such as running full tilt without pause or fierce hand to hand combat can be done for a full 2 hours before the mutant canine becomes exhausted. Exhaustion penalties are the same as humans (-2 on Spd., -2 on initiative, -2 to damage and -1 to strike, parry and dodge; double the penalties for each additional 15 minutes without appropriate rest). However, Dog Boys and most mutant animals recover in about 15 minutes of rest or light work (half the time a human needs). Kill Hounds can leap 15 feet (3.6 m) high or lengthwise from a standing still position and 30 feet (9 m) high or long with a running start.

 7. Superior sense of smell . A Kill Hound's sense of smell is not as well developed as normal dogboys. Reduce all scent and scent tracking abilities by half — these Hounds use sight and tracking skills as much as scent, and their olfactory senses are not as keen as other breeds of Dog Boys. Common and strong scents: Recognize and accurately identify general/common/known smells, including gases, food, animals, and the path used by a group of humans, mutant animals, D-bees or monsters, as well as other strong and/or distinctive odors. Base Skill: 35% +3% per level of experience. Range: 50 feet (30.5 m) per level of experience. Identify specific odors: Including the scent of specific individuals (specific characters), poisons or drugs mixed into food or drink, unique and usual scents. The Dog Boy must be familiar with the target subject and/or have a piece of clothing, hair, blood, etc., that the tracker can use as a reference. Base Skill: 27% +2% per level of experience. Range: 12 feet (7.6 m) per level of experience. Track by smell alone! This means the mutant canine relies entirely on his sense of smell (if blinded, he cannot follow physical tracks/footprints or any other visible trail). This also means that a Psi-Hound can sniff his way through total darkness if there is a scent that can be followed, and the character suffers only half the normal penalties to strike, parry, and dodge when blinded or in total darkness. When combined with the Dog Boy's superior sense of hearing and ability to sense magic and psychic energy and the supernatural, this formidable hunter can usually put together an incredibly accurate picture of who or what it is tracking and just how near or far it may be. Base Skill: 20% +4% per level of experience. A few notes about tracking by scent: In most cases, the Dog Boy character should roll once for every 1000 feet (305 m) to see if he or she stays on the trial (half that distance if the scent is unusually light or if the trail is covered in light rain or snow). 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, nor smell Astral Beings, Ghosts or energy beings, although he can probably "sense" their presence and general locale if nearby. 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 for their lack of nightsight.

8. Keen Sense of Hearing. Dogs and Dog Boys alike, have exceptional hearing compared to humans and even cats and many other animals. The mutant canines can hear into a higher range of sound and can register sounds of 35,000 vibrations per second compared to 20,000 in humans and 25,000 in cats. Additionally, their large ears work like external sound receivers that can prick up and swivel to focus in on the sound of the noise (thanks to 17 ear muscles). They can also shut off their inner ear to filter the general din of noise to zero in on the sound they want to concentrate on.

9. Good Sight. The field of vision in short-nosed canines (like boxers and terriers) is 200 degrees, in long-nosed breeds (like the German Shepherd, Malamutes, and hounds) 270 degrees; compared to the human's 100 degrees. Dog Boys see color in a similar range as humans, but the colors are a bit dulled. Farsightedness and other eye problems common to humans are a rarity in Dog Boys.

10. Sense of Taste and Biting. Dog Boys have only a fair to good sense of taste. This is probably a blessing of evolution for true dogs because they are both carnivores who eat what they catch (usually on the run) and scavengers who eat old and decaying food of all kinds. A typical nipping or warning bite from most breeds (including German Shepherd and most setters and pointers) typically inflicts 1D6 S.D.C. damage, while a full strength bite does 3D6+6 damage — more in some of the larger or more powerful breeds, including wolf, coyote, Wolfhound, Rottweiler and Pit Bulls. Note: Dog Boys are normally discouraged from using biting attacks because the CS is nervous about encouraging such savage and primal action, and because such attacks open the mutant warriors to serious injury to the mouth, throat and head. Their punches and kicks do hefty damage as well: 2D6 S.D.C. plus P.S. bonuses.

11. Sensitivity to Ley Line energy. Ley lines and nexus points impair and even obliterate the Psi-Hound's psychic and supernatural sensing abilities. This means the Dog Boy cannot use these abilities to locate magic or supernatural prey or to sense their appearance when on a ley line or near a nexus. However, the creature's normal physical senses, especially smell, are not affected and the other psychic sensitive abilities are enhanced (as usual). Still, the mutant canines are leery around places of magic and often show uncharacteristic signs of being nervous and on edge. They are afraid (some are terrified) during Ley Line Storms which actually cause physical discomfort to Dog Boys — headaches, crackling sounds in the ears, and static electrical buildup/shocks, plus they are two times more likely to be struck by ley line energy and lightning.

 Kill Hound Dog Boy R.C.C.  R.C.C. Requirements: I.Q. 5 or higher, P.S. 20 or higher, plus an enjoyment of fighting, hunting and killing. The most common breeds include Mastiff, Rottweiler, Wolfhound, Elkhound, Rhodesian Ridgeback, Akita, Bouvier Des Flandres, Wolves and mixed combinations of these breeds, sometimes with terriers. Loyalty and obedience to CS officers (and humans in general) is required but these savage hunters are allowed to be more independent, defiant and aggressive, which can make them brutal and unpredictable.

Alignments: Any, but most Kill Hounds lean toward unprincipled (20%), anarchist (22%) and aberrant (20%) alignments, with a much larger number than any other officially endorsed mutants being miscreant (20%) and diabolic (13%); 5% other.Aberrant, Miscreant, and Diabolic Alignments are forbidden to PCs.

Average Attribute Range (Kill Hound Dog Boy): I.Q. 2D6+3, M.E. 3D6+6, M.A. 2D6, P.S. 4D6+12, P.P. 1D6+15, P.E. 2D6+14, P.B. 3D6, Spd 3D6+12

Quick Roll Attribute Table for Kill Hounds 01-11% Brainy Kill Hound: I.Q. 1D6+15; M.E. 1D6+18; M.A. 1D4+5; P.S. 2D6+21; P.P. 1D4+12; P.E. 1D4+22; P.B. 1D6+9; Spd. 1D6+23

13-26% Strong-willed Kill hound: I.Q. 1D6+9; M.E. 1D6+25; M.A. 1D6+4; P.S. 2D6+21 P.P. 1D4+16; P.E. 1D6+18; P.B. 1D6+9; Spd. 1D6+20

27-39% Charismatic: I.Q. 1D6+8; M.E. 1D6+15; M.A. 1D6+12; P.S. 2D4+24 P.P. 1D4+13; P.E. 1D6+17; P.B. 1D6+14; Spd. 1D6+32

40-51% Physically Strong: I.Q. 1D4+6; M.E. 1D4+16; M.A. 1D6+5; P.S. 2D6+31 P.P. 1D4+15; P.E. 1D6+23; P.B. 1D6+12; Spd. 1D6+23

52-65% Fast Reflexes and High Dexterity: I.Q. 1D4+6; M.E. 1D6+15; M.A. 1D6+3; P.S. 2D6+21 P.P. 1D6+22; P.E. 1D6+17; P.B. 1D6+10; Spd. 1D6+29

66-78% Great Endurance: I.Q. 1D4+8; M.E. 1D6+20; M.A. 1D6+3; P.S. 2D6+21 P.P. 1D6+12; P.E. 1D6+27; P.B. 1D6+9; Spd. 1D6+24

79-88 Gorgeous or Handsome: I.Q. 1D4+9; M.E. 1D6+15; M.A. 1D6+11; P.S. 2D6+23 P.P. 1D6+11; P.E. 1D6+17; P.B. 1D4+20; Spd. 1D6+21

89-00 Fast as Lightning: I.Q. 1D4+8; M.E. 1D6+15; M.A. 1D6+3; P.S. 2D6+21 P.P. 1D6+17; P.E. 1D6+18; P.B. 1D6+10; Spd. 2D6+32

Hit Points: Standard: P.E. attribute number times 2 plus 1D6 per level of experience.

S.D.C.: 44 plus those gained from physical skills; some breeds may get S.D.C. bonuses.

Average Weight: Varies according to the breed. Average weight is around 200 lbs (90 kg).

Average Height: Varies with the breed, with an average height of around 6-7 feet (1.8 to 2.1 m).

General Physical Appearance: Varies with the breed; typically a long muzzle, medium to large ears (pointed or folded), generally tall, barrel-chested, muscular and strong with excellent endurance and powerful jaws. The fur is coarse, medium to long, and often disheveled/unkept looking; typically black, black and tan, dark grey, or dark brown (may have grey, tan or white markings). The eyes are generally dark brown to hazel. Bipedal stance and full human legs; long tail.

Human Speech: Partial to full. Speech is a bit guttural and the character still has a tendency to growl, whimper, and howl when excited. Average Life Span: 32-45 years; add 10 years to females. Natural Abilities: See special abilities above. Magic: None. Even most "feral" and "free born" Dog Boys tend to distrust and avoid magic and magic items, including weapons. Average P.P.E.: Most of the individual's P.P.E. has been expended in the development of psychic abilities. The remaining Permanent P.P.E. Base is 3D6.

Cybernetics: Unlike normal psi-hounds, kill hounds all have a clock calendar, gyro-compass and toxic filter. Others, available upon approval from command, commonly include: Razor fingernails (each nail adds one point of S.D.C. damage), finger gun or explosive finger segments (one artificial finger, three explosive joints; typically the pinky finger on the left hand), bionic lung, built-in language translator, builtin radio receiver and transmitter (implant in the jaw and ear); pick one. Prosthetic limbs (usually mechanical rather than bio-systems) and implants for medical reasons are also available upon approval. Those with artificial arms and hands will have 1-3 weapons built into them. Experimental Personality Modifiers (brain implants) may also be used in some test subjects.

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