Clark - Human Psi-Druid

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Clark - Human Psi-Druid

Post by Stoic »

MARS 2d20 HJ 5d20: [20, 17]+[18, 12, 2, 2, 20] = 91

Reroll Bard 1d20: [6] = 6
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Re: Human Psi-Druid

Post by Stoic »

Clark
Seasoned Human, MARS Psi-Druid

Iconic Framework: MARS Psi-Druid

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Battle d6, Common Knowledge d10, Fighting d8, Healing d8+2, Language (Native) d8, Notice d8, Occult d6, Persuasion d6, Psionics d10, Repair d6, Riding d6, Shooting d8, Stealth d6, Survival d8+2, Thievery d6
Pace: 6; Parry: 6; Toughness: 10 (4)
Strain: 6/6
Hindrances: Curious, Impulsive
Edges: Beast Master (), Beast Master (), Beast Master (), Charismatic, Healer, Major Psionic, New Powers (Beast Friend, Fear), Rich, Woodsman
Armor: Adventure Survival Armor (TW) (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), Spirit Bow (Range 30/60/120, Damage 4d6, ROF 1, M.D.C.), TW Whip of Pain (Range Melee, Damage Str+d4, AP 2, M.D.C., Reach 2), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Languages: Native, Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Psionics (Rifts® TLPG)I.S.P.: 20Powers: Beast Friend (Savage Worlds: Adventure Edition p155), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Divination (Savage Worlds: Adventure Edition p159), Empathy (Savage Worlds: Adventure Edition p160), Fear (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Shape Change (Savage Worlds: Adventure Edition p167)
Special Abilities
Psionics: Power Points: 20; Powers: Beast Friend (Savage Worlds: Adventure Edition p155), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited); Skill Bonus: +1), Divination (Savage Worlds: Adventure Edition p159), Empathy (Savage Worlds: Adventure Edition p160), Fear (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Shape Change (Savage Worlds: Adventure Edition p167)
Psi-Druid Spellcasting: Psionics d6, Arcane Background (Psionics), 10 ISP, and begin with three powers as well as detect/conceal arcana and healing.
MARS Advances: Psi-Druids are Seasoned heroes.
Psi-Druid Edges: Beast Master, Healer, and Woodsman Edges.
Psi-Druid Skills: Healing d6 and Survival d6.
Unbound Power: ["Empathy"] (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
Unnerving Presence (Hero's Journey): Your hero gains +1 on all social skill checks. If he has empathy, or fear, he gains a free reroll when using those powers.
Far-Traveller (Hero's Journey): Far-Traveller:Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.


Advances
Novice Advances
Raise Attribute: SmartsRaise Skills: Psionics/Common KnowledgeEdge: RichSeasoned Advances
Edge: New Powers (Beast Friend, Fear)Raise Attribute: AgilityRaise Skills: Fighting/Shooting
------------------

Current Load: 12 (41)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal
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Re: Human Psi-Druid

Post by Stoic »

Ever since he was young Clark was drawn to nature. After doing his chores (growing up on a farm, there were a lot) he would explore the nearby woods, often staying out well past dark, ocassionally foraging and hunting for his own food. The more he was out in the woods the more he felt at home. The woods, animals, the hunt, they became to consume his thoughts until he could think of nothing else. He would wake up exhausted in the morning after dreaming he was a wolf on the hunt all night. One time, he found a deer leg in his bed after one of these dreams, his mouth tasting of blood. The next night during a dream he was hunting an elk, he woke up only to find that he had transformed into a wolf and was in fact hunting with a pack. Shortly after this he left home, off to explore the world, doing his best to help the just when he could. This led him to join up with the Tomorrow Legion, them finding his unique skill set to be invaluable.
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Re: Human Psi-Druid

Post by Pender Lumkiss »

Jar of Earth, Roll 1d4 for the dirt effects while in the jar. We will handle its effects on the world in game. It is a small jar 1.5 oz. the dirt is dark and earthy unless otherwise stated.
  • 1) This jar feels hot to the touch. If left out all day in the sun, it radiates enough heat to keep you warm in a chilly night.
  • 2) Despite being full, this Jar is completely weightless. In fact it is even slightly buoyant in the air. While it will not support your weight you still need to secure the jar or it will begin to float away.
  • 3) The dirt is a vibrant yellow, it feels soft and airy like cotton. At night their is a soft glow coming from it.
  • 4) The dirt in this jar is always wet and clay like. It is freezing to the touch and the glass does little to insulate. It must be kept wrapped with a blanket otherwise your backpack would freeze.
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Re: Human Psi-Druid

Post by Stoic »

1d4: [3] = 3
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Re: Clark - Human Psi-Druid

Post by Stoic »

Beast:

Lois. Ostraosaur WC with a raise to Fighting
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