Player Name: James
G-Mail: jwstepanek@gmail.com
Discord:
Link to Ledger:
Character Name: Og the Hunter
Alias:
Race: Leopard Man
O.C.C.: Leopard Man RCC
Alignment: Scrupulous
XP Level: 3
XP Points: 4481
Next Level @ XP:
Sentiments/Non-Humans: Takes them on an individual basis.
Sentiments/Coalition: Hates them
Disposition: Reserved and quiet since his accent and customs are from a very different people. The civilized world often confounds him.
Insanity: TO BE DETERMINED ONCE CHARACTER SHEET IS COMPLETED
ATTRIBUTES
I.Q.: 12
M.E.: 11
M.A.: 14
P.S.: 36 (Robotic)
P.P.: 24
P.E.: 25
P.B.: 13
Speed: 36
PHYSICAL DATA
P.P.E.: 25
M.D.C.: 134
Age: 18
Sex: Male
Height: 5'6"
Weight:200lbs
Description: Og is short and stocky, usually walks in a hunched over posture being ready to switch to quadrupedal locomotion at a moment's notice. His head looks rather like a human/leopard mix, and he is covered in fur, though he lacks the normal mane of his species.
Racial Abilities
Natural Abilities: In addition to having mutated into super-
strong, Mega-Damage beings, they also possess the follow-
ing abilities.
1. Heightened Agility (Special): Can leap one foot (0.3 m)
per P.S. point (not less than 25 feet/7.6 m) lengthwise and
high from a standing still position; increase by 30% with a
running start. Also see Attacks per Melee and Bonuses,
where the agility is also taken into account.
2. Loping Run (Special): Leopard Men are fast runners to be-
gin with, but double that speed when they run on all fours.
They also get an automatic dodge (roll to dodge like always,
but the dodge does not count as a melee action/attack) during
a Loping Run.
3. Bite Attack (Special): All Leopard Men (males and fe-
males) have massive maws filled with teeth. The maw opens
incredibly wide and can inflict considerable damage. 2D6+2
M.D.C.
Natural Abilities
Perception: 34%
Charm/Impress: 15%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 160lbs
Max. Carrying Weight:
Max. Lifting Weight:
Max. Jumping Ability: See natural abilities
Special Abilities
Impervious to disease and can eat rotten meat without getting ill.
O.C.C. Skills
Climbing (+15%): 70%
Escape Artist (+10%): 55%
Detect Concealment (+10%): 50%
Detect Ambush (+10%): 55%
First Aid (+10%): 70%
Horsemanship: Exotic
Hunting
Intelligence (+15%): 59%
Interrogation (+15%): 60%
Land Navigation (+20%): 68%
Language (Native): American: 91%
Mathematics: Basic (+10%): 70%
Prowl (+20%): 60%
Skin & Prepare Animal Hides (+ 15%): 60%
Tailing (+15%): 65%
Tracking: People (+20%): 60%
Trap & Track Animals (+15%): 50%/60%
Wilderness Survival (+10%): 60%
W.P.: Sword
W.P.: Knife
W.P.: Archery
W.P. Archery (Master)
W. P. : Energy Pistol.
Secondary Skills
Running
Athletics
Body Building
Physical Labor
HTH Basic
2nd Outdoorsmanship
Combat Data
HTH Type:Basic
Number of Attacks: 7
Initiative Bonus:+3
Strike Bonus: +8
Parry Bonus: +10
Dodge Bonus: +10
Auto-Dodge Bonus:+8
HTH Damage Bonus:
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +7
Bonus to Disarm: +0
Full Strength Punch 2d6 MDC
Other:
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. name--List totaled bonuses from W.P. only
W.P.: Archery +2
W.P.: Knife +1 strike, +2 parry
W.P.: Sword +2 strike, +1 parry
W.P. Archery (Master): +2 strike, +1 parry, +3 initiative, full melee attacks
Saving Throw Bonuses
Coma/Death: 20%
Magic (varies):+5
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+):
Psionics (varies):
Horror Factor (varies): +5
+6 to maintain balance
+2 to vs mind control (drugs, psionic or magical),
+4 to save vs possession,
Og The Hunter Leopard Man (WIP)
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Og The Hunter Leopard Man (WIP)
Last edited by OgTheHunter on Mon Jun 30, 2025 3:24 pm, edited 19 times in total.
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Re: Og The Hunter Leopard Man (WIP)
Dice Rolls
IQ: 2d6: [1, 3] = 4 > 3+9= 12
ME: 2d6: [2, 2] = 4 >2+9= 11
MA: 2d6: [3, 5] = 8 >5+9=14
PS: 3d6: [4, 4, 2] = 10 >8+23=31 Robotic +2 (body building) +2 Physical labor, +1 athletics
PP: 3d6: [5, 4, 6] = 15 >11+13=24
PE: 3d6: [4, 4, 3] = 11 >8+13=21 +1 Running, Physical labor +2, Outdoorsmanship +1
PB: 3d6: [1, 3, 6] = 10 >9+3=12
Spd: 3d6: [4, 1, 5] = 10 >9+17=26 +5 athletics, +5 running
Secondary Skills : 1d4+2: [3]+2 = 5
MDC: 3d4: [4, 1, 4] = 9
level MDC rolls: 2d6: [4, 3] = 7 , 2d6: [6, 6] = 12
Skill rolls
Athletics: Speed: 1d6: [5] = 5
Running: Speed: 4d4: [1, 1, 2, 1] = 5
IQ: 2d6: [1, 3] = 4 > 3+9= 12
ME: 2d6: [2, 2] = 4 >2+9= 11
MA: 2d6: [3, 5] = 8 >5+9=14
PS: 3d6: [4, 4, 2] = 10 >8+23=31 Robotic +2 (body building) +2 Physical labor, +1 athletics
PP: 3d6: [5, 4, 6] = 15 >11+13=24
PE: 3d6: [4, 4, 3] = 11 >8+13=21 +1 Running, Physical labor +2, Outdoorsmanship +1
PB: 3d6: [1, 3, 6] = 10 >9+3=12
Spd: 3d6: [4, 1, 5] = 10 >9+17=26 +5 athletics, +5 running
Secondary Skills : 1d4+2: [3]+2 = 5
MDC: 3d4: [4, 1, 4] = 9
level MDC rolls: 2d6: [4, 3] = 7 , 2d6: [6, 6] = 12
Skill rolls
Athletics: Speed: 1d6: [5] = 5
Running: Speed: 4d4: [1, 1, 2, 1] = 5
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Re: Og The Hunter Leopard Man (WIP)
Og the Hunter a history
From the outside and visitors who manage to explore and return from the area, Madhaven appears to be a truly horrible place. The constant psychic pressure pushes all outsiders to the brink of madness not even considering all the evil spiritual denizens.. However for a local Mutant, everything was different. There was no psychic pressure. Nothing was abnormal. You had your clan members to support and protect you. It was hardly an Idylic existence, but for Rifts Earth, was hardly the worst option available. Og grew up in this rather odd, but normal to him, environment. He learned to hunt, learned the local dangers, and absorbed the skills of his roughly paleolithic culture. He became a renowned archer and hunter and often would go off on hunting trips with his friend Rill, while both were only 14 years old. This sounds young, but in Madhaven that was old enough to be a tribal warrior of the Queens clan.
On one such trip an event transpired which was to change the course of Og’s life. He and Rill were hunting to feed the tribe as usual, but encountered a Black Faerie and they were both overcome by its magical powers. Laying defeated before the evil creature, with Rill already dead, Og saw his end before him. In stepped Sir Reginald, an experienced Mystic Knight of the White Rose. Reginald was able to dispatch the foul beast, and returned the injured Og to his tribe, which only grudgingly accepted him back. Leopard men have at best an uneasy tolerance for the Mystic knights in their locale and generally treat all non mutants with savage hostility, always killing and usually eating intruders from outside.
Experiencing kindness from someone outside his tribe changed the world for Og. He missed his dear friend Rill, but learned that savagery wasn’t the only path. Over time he would seek out Mystic knights to learn from when he was not busy hunting or training. He would learn a limited amount about the outside world, and would also learn that tooth and claw wasn’t the only way to interact with strangers.
His changing ethics coupled with damage from the Black’s Faerie’s assault which prevented the growth of his mane, led to him losing respect in the tribe over time, no matter his great proficiency as a hunter. Eventually matters came to a head when a team of humans and dbees were captured by the tribe, and were scheduled to be on the menu at a tribal feast. Og objected, and argued for their freedom, only to see them all die and be consumed by his brethren. He was then exiled from Madhaven with a penalty of death on sight if seen by any other Leopardmen (the tribes did communicate).
He made his way west out of Madhaven, living off the land. As an experienced hunter, this wasn’t very hard for him. His ability to eat spoiled meat, even if rotting, made scavenging a good backup to catching prey himself. Reginald once told him if he ever had to leave Madhaven he should head far west to the big mountains.
He mostly avoided encounters with anyone on his trek. The denizens of Shemarrian smelled too wrong, and the large quantity of magic around New Lazlo made him nervous. When he finally got to the Coalition States, he saw normal humans living normal looking lives, but with some technology, he felt he might have found a place where he could live peacefully. He would learn how wrong this was in short order. There was a village under assault by a Brodkil demon. The villagers had minimal equipment to defend themselves. A few laser rifles, and a couple suits of old armor. Og stepped in and helped them to put it down. While he thought this would show his good intentions, they screamed “There’s another damned Dbee!!” and they kept shooting at him. Not really wanting to kill a bunch of stupid normal humans, he ran for it. That wasn’t the end of it, and he was harried all the way across the coalition territory before he made it far enough west to be clear of their control. It was a harrowing experience which he did not want to repeat.
He roamed around New West for some time, hunting and surviving, and having little interaction with other sentient beings. Eventually he tired of this and approached MercTown in a desire to be around people of a sort once more.
From the outside and visitors who manage to explore and return from the area, Madhaven appears to be a truly horrible place. The constant psychic pressure pushes all outsiders to the brink of madness not even considering all the evil spiritual denizens.. However for a local Mutant, everything was different. There was no psychic pressure. Nothing was abnormal. You had your clan members to support and protect you. It was hardly an Idylic existence, but for Rifts Earth, was hardly the worst option available. Og grew up in this rather odd, but normal to him, environment. He learned to hunt, learned the local dangers, and absorbed the skills of his roughly paleolithic culture. He became a renowned archer and hunter and often would go off on hunting trips with his friend Rill, while both were only 14 years old. This sounds young, but in Madhaven that was old enough to be a tribal warrior of the Queens clan.
On one such trip an event transpired which was to change the course of Og’s life. He and Rill were hunting to feed the tribe as usual, but encountered a Black Faerie and they were both overcome by its magical powers. Laying defeated before the evil creature, with Rill already dead, Og saw his end before him. In stepped Sir Reginald, an experienced Mystic Knight of the White Rose. Reginald was able to dispatch the foul beast, and returned the injured Og to his tribe, which only grudgingly accepted him back. Leopard men have at best an uneasy tolerance for the Mystic knights in their locale and generally treat all non mutants with savage hostility, always killing and usually eating intruders from outside.
Experiencing kindness from someone outside his tribe changed the world for Og. He missed his dear friend Rill, but learned that savagery wasn’t the only path. Over time he would seek out Mystic knights to learn from when he was not busy hunting or training. He would learn a limited amount about the outside world, and would also learn that tooth and claw wasn’t the only way to interact with strangers.
His changing ethics coupled with damage from the Black’s Faerie’s assault which prevented the growth of his mane, led to him losing respect in the tribe over time, no matter his great proficiency as a hunter. Eventually matters came to a head when a team of humans and dbees were captured by the tribe, and were scheduled to be on the menu at a tribal feast. Og objected, and argued for their freedom, only to see them all die and be consumed by his brethren. He was then exiled from Madhaven with a penalty of death on sight if seen by any other Leopardmen (the tribes did communicate).
He made his way west out of Madhaven, living off the land. As an experienced hunter, this wasn’t very hard for him. His ability to eat spoiled meat, even if rotting, made scavenging a good backup to catching prey himself. Reginald once told him if he ever had to leave Madhaven he should head far west to the big mountains.
He mostly avoided encounters with anyone on his trek. The denizens of Shemarrian smelled too wrong, and the large quantity of magic around New Lazlo made him nervous. When he finally got to the Coalition States, he saw normal humans living normal looking lives, but with some technology, he felt he might have found a place where he could live peacefully. He would learn how wrong this was in short order. There was a village under assault by a Brodkil demon. The villagers had minimal equipment to defend themselves. A few laser rifles, and a couple suits of old armor. Og stepped in and helped them to put it down. While he thought this would show his good intentions, they screamed “There’s another damned Dbee!!” and they kept shooting at him. Not really wanting to kill a bunch of stupid normal humans, he ran for it. That wasn’t the end of it, and he was harried all the way across the coalition territory before he made it far enough west to be clear of their control. It was a harrowing experience which he did not want to repeat.
He roamed around New West for some time, hunting and surviving, and having little interaction with other sentient beings. Eventually he tired of this and approached MercTown in a desire to be around people of a sort once more.
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Re: Og The Hunter Leopard Man (WIP)
Instructions:
When it comes time for you to make out your wish lists please also answer the following questions.
Standard Categories
Note: These are only applicable to certain character classes. Inclusion of one or more special categories will be at the expense of one of the standard ones (not including Secondary Weapon).
Favorable Contact within Merctown
Influential Contact (example: a member of the Council or Collegiate Arcane, a powerful underworld figure, etc.)
Favorable Contact (example: the owner/shopkeep of a reputable business, a prominent member of a local street gang or a lieutenant in a syndicate)
Minor Contact (example: a regular employee of a reputable business, a low-ranking member of a local street gang or syndicate)[/list]
Allocate your items into the categories listed in green!
Vehicles/Mounts are listed first.
Carried/In Hand
Worn on Person
blah-blah
blah-blah
blah-blah
blah-blah
Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
Stored in Vehicle
How to list Credits/Valuables:
Option 1: Secure or Non-Secure
Option 2: Universal Card or Black Card
Last: xxxx credits
Examples:
Secure Universal Card: 1300 credits
Non-Secure Black Card: 2900 credits
Gear Stats
- Items which have stats have their name in bold type.
- Items which have stats or images are fully listed under Gear Stats.
- As such, there should be no stats or images above the Gear Stats header.
When it comes time for you to make out your wish lists please also answer the following questions.
- On a scale of 1 to 3, with 1 being most important, please assign a value to each wish list category for this PC.
- Also, would you sacrifice an entire category to have a better selection in another?
- If so, which would you sacrifice and which would you improve?
Standard Categories
- Transportation
I'd sacrifice this to improve weapon odds. He doesn't know how to drive/fly anything anyway. It would be overly confusing.
Primary Weapon
Note: I leave this item to player discretion
super-duper weapon: NA-SW4 M.D.C. Bow p. 203 WB 15
fine weapon (book/page reference)
Bone Claw Gauntlet
Range: Close Combat
Mega-Damage: 2D4+2 M.D. +P.S. punch damage of the wielder.
Weight: 10 lbs (4.5 kg).
Modifiers: +2 to parry and disarm.
Market Cost: 7,200 credits.
Book Reference: p.81, WB29
crappy weapon :
Vibro-Sword
- Damage: 3D6 M.D.
- Payload: 1 E-Clip will last for approximately 1 hour of use
- Weight: 4 lbs.
- Features: None
- Modifiers: None
- Book Reference: p.259, R:UE
Secondary Weapon
Note: This item is never larger than a one-handed weapon. This category cannot be sacrificed for the improvement of another.
super-duper weapon :
Bone Broad Sword
Range: Close Combat
Mega-Damage: 2d6+2 M.D. +P.S. damage of the wielder.
Weight: 15-22 lbs (6.7 to 9.9 kg) on average.
Modifiers: +1 to strike and parry.
Market Cost: 11,500
Book Reference: p.82, WB29
fine weapon:
Wilk's Remi 136 "Big Man"
- Range: 600'
- Damage: 3D6 M.D.
- Rate of Fire: single shots only
- Payload: 15 shots per E-clip; 30 per LE-clip
- Weight: 3 lbs.
- Features: W.P. Energy Pistol
- Modifiers: None
- Book Reference: p.208, WB14
crappy weapon:
Wilk's 237 "Backup"
- Range: 500'
- Damage: 3D6 M.D. or 6D6 M.D. per double shot
- Rate of Fire: Single or double shots only
- Payload: 16 shots per E-clip, 32 shots per LE-clip
- Weight: 3 lbs.
- Features: W.P. Energy Pistol; superior balance
- Modifiers: +2 to strike on aimed shots
- Book Reference: p.205, WB14
Armor/Protection
Note: This category includes: Force fields, EBA (environmental body armor), and assorted other types of armor and protection from damage
super-duper armor:
Mega-Juicer Combat EBA
M.D.C. by Location:- Helmet: 50
- Arms: 45 each
- Legs: 55 each
- Main Body: 130
Weight: 100 lbs.
Modifiers:- If Supernatural P.S. 16+: no modifiers
- If Robotic P.S. of 21+: no modifiers
- If Augmented P.S. of 25+: no modifiers
- If Normal P.S. of 30+: no modifiers
- If Supernatural P.S. >16: -25% to Prowl, -15% to other physical skills, and -30% to speed
- If Robotic P.S. of >21: -25% to Prowl, -15% to other physical skills, and -30% to speed
- If Augmented P.S. of >25: -25% to Prowl, -15% to other physical skills, and -30% to speed
- If Normal P.S. of >30: -25% to Prowl, -15% to other physical skills, and -30% to speed
- If Strength is below any above listed the wearer is immobile while wearing the armor
Features:- All features standard to environmental armor
Book Reference: p.57, WB34
fine armor:
JEBA-13 Juicer EBA
M.D.C. by Location:- Helmet: 50
- Arms: 25 each
- Legs: 38 each
- Main Body: 55
Weight: 18 lbs.
Modifiers: -5% to physical skills for augments (-10% for normal people)
Features:- All features standard to environmental armor
Book Reference: p.50-51, WB22
crappy armor:
The Bandito
M.D.C. by Location:- Helmet: 30
- Arms: 18 each
- Legs: 24 each
- Main Body: 38
Weight: 12 lbs.
Modifiers: none
Features:- None
Book Reference: WB14, p.177-178
Note: These are only applicable to certain character classes. Inclusion of one or more special categories will be at the expense of one of the standard ones (not including Secondary Weapon).
Favorable Contact within Merctown
Influential Contact (example: a member of the Council or Collegiate Arcane, a powerful underworld figure, etc.)
Favorable Contact (example: the owner/shopkeep of a reputable business, a prominent member of a local street gang or a lieutenant in a syndicate)
Minor Contact (example: a regular employee of a reputable business, a low-ranking member of a local street gang or syndicate)[/list]
Allocate your items into the categories listed in green!
Vehicles/Mounts are listed first.
Carried/In Hand
Worn on Person
blah-blah
blah-blah
blah-blah
blah-blah
Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
Stored in Vehicle
How to list Credits/Valuables:
Option 1: Secure or Non-Secure
Option 2: Universal Card or Black Card
Last: xxxx credits
Examples:
Secure Universal Card: 1300 credits
Non-Secure Black Card: 2900 credits
- Secure cards are coded to the user's identity...and traceable by the CS central bank. Useless if stolen!
- Non-Secure cards are like the cash cards used today as gifts and usable by anyone. Readily available source of income if stolen!
Gear Stats