Crossover Earth '98
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Mastiff
[Image by Paulo Pereira]
Physical Description
The imposing Mastiff is a hairy man of muscle and animal quickness. His hair is a mussed dark brown mane; his powerful 6'6" frame is roped in sinews and matted with tufts of body hair. His hands are armed with razor-sharp fingernails powerful enough to cut through brick and asphalt. He wears tight black leather pants, gloves and biker boots, studded leather shoulder straps, and chains about his waist and wrists. A black leather facemask obscures his features slightly, but highlights his intense green, blood-shot eyes and his snarling mouth, that, surprisingly enough, sports a set of white teeth.
Script Immunity
Cannot be killed
Base of Operations: New York
Characteristics Roll
55 Strength
20
28 Dexterity 15
33 Constitution 16
21 Body
10 Intelligence 11
14 Ego
12
23 Presence 4½d6
10 Comeliness
15 PD/ 0 rPD
OCV: 9
12 ED/ 0 rPD DCV: 9
6 Speed
ECV: 5
19 Recovery
80 Endurance PER: 12
75 Stun
Disadvantages
Secret ID
Enraged when takes body damage
Enraged when inflicts body damage
Reputation as a criminal psychotic
Greedy (common, moderate)
Vengeful (uncommon, strong)
Vicious (very common, strong)
Talents Roll
Lightsleep
Combat Sense 11
Skills Roll
Breakfall
15
Climbing
15
KS: Pro Criminals 11
Security Systems 11
Stealth
15
Streetwise
14
Survival
11
1 Skill level to climbing/stealth/survival
Combat Skills DIRTY INFIGHTING
Maneuver Phase OCV
DCV Damage
Punch
½ 0 +2
+2d6
Roundhouse ½
-2 +1 +4d6
Low Blow ½
-1 +1
2d6 NND1
Disarm ½
-1 +1
+10 STR
Choke ½
-2 0
2d6 NND2
Kidney Blow ½ -2
0 ½d6 HKA
2 Skill levels to Punch, Choke and Disarm
Powers
3d6 Hand to hand attack
--14d6 with full strength
25% Physical/Energy Damage reduction, resistant
1 level Density increase, 0 END, persistent, always
on
--Accounts for +5 strength, +1 PD, +1 ED
--x2 mass, -1" knockback
+3" running
1d6+1 Hand to hand killing attack (claws)
--+1 increased stun multiplier
--2d6+1 with full strength
Life Support
--immune to toxins, poisons
--retarded aging
--immune to disease
--self contained breathing, 10 minute limit
Regeneration, 2 body per turn
10 points Mental defense, only when enraged
Discriminatory tracking smell
+4 Enhanced perception for sight (night vision)
--Can only be used to offset darkness penalties
+3 Enhanced perception for hearing
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