Berk - Simvan Psi-Druid Monster Tamer/Rider

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Berk
Posts: 28
Joined: Fri Feb 18, 2022 1:15 pm

Berk - Simvan Psi-Druid Monster Tamer/Rider

Post by Berk »

Rolls
Tiny Tim wrote: Thu Feb 17, 2022 5:59 pm F&G:
  • 8
    • Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
  • 2
    • Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
      • TW Storm Rifle (Arcana and Mysticism p46)
HJ:
  • 6
    • Training - Your character has extensively trained in a professional area of expertise, and has
      a trick or two up her sleeve. You may give her one Professional Edge, ignoring
      requirements, subject to the GM’s approval.
      • Adept
  • 5
    • Psionics - More ISP means more power to work with, and your character has it. He gains the Power Points Edge. Psionics who already have this Edge should reroll.
  • 5
    • Reroll
      • 19
        • Choice
          • Psionics - Some powers become second-nature to the psionic. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
            • Beast Friend
Credits: 800

Gear and Valuables: 3500
Last edited by Berk on Thu Feb 24, 2022 10:03 pm, edited 3 times in total.
Toughness: 15 (6)
ISP: 32/45
Pace: 5 (d4)
Parry: 4

Bennies: 3 / 3
  • Base
Wounds: None
Fatigue: None
User avatar
Berk
Posts: 28
Joined: Fri Feb 18, 2022 1:15 pm

Re: Berk - Simvan Psi-Druid Monster Tamer/Rider

Post by Berk »

Animal Empathy:
  • Simvan’s psionic connection to animals grants the Beast Master Edge and Riding d4.
Bad Reputation (Major):
  • Simvan are despised by folks due to their penchant for cannibalism, when dealing with most people their initial Reactions are two levels worse than usual.
Bloodthirsty:
  • For Simvan, the ultimate victory is defeating and consuming a worthy opponent, a conception which leads to a level of callous violence uncommon even on Rifts Earth.
D-Bee (Major):
  • Simvan tribes prey on humans, making even independent Simvan misunderstood by others. Initial Reactions typically start Hostile at best, and human supremacists are immediately violent unless a social skill check is successful. Those with a Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc.
Instinct Over Intellect:
  • Simvan act on their instincts, intellectual pursuits are not common for them. They suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.
Low Light Vision:
  • Simvan ignore penalties for Dim and Dark conditions.
Monstrous Beast Affinity:
  • When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts—see the list of riding animals above.
Natural Psionics:
  • Start with Arcane Background (Psionics), beginning with beast friend and two powers chosen from the standard Psionic list on page 122. If a Simvan chooses a framework providing Arcane Background (Psionics), he starts with beast friend as one of his starting powers and adds two powers to his starting total (e.g., a Simvan Burster starts with five powers). Simvan have a bonus of +5 ISP naturally; this bonus ISP is not part of their base ISP nor is it modified by other Edges or Abilities (e.g., a Simvan Mind Melter would begin with 35 ISP).
Near - Human Physiology:
  • Those unfamiliar with Simvan biology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
Racial Enemy:
  • Psi-Stalker and Simvan tribes have been at war for generations. Meetings start argumentative and get worse. Simvan suffer −2 Persuasion with Psi-Stalkers.
Mercenaries, Adventurers, Rogues, and Scholars—these are people with skills, gear, and guts, facing the untold dangers and horrors of a mad world. They may not have the most powerful armor or biggest guns, nor mighty eldritch or psionic abilities, but experience, talent, and luck put them on equal footing with the lords of war, psionic powerhouses, and masters of magic they
journey with.
Instead of an Iconic Framework’s specific set of abilities, bonuses, and complications, MARS frameworks give characters an open-ended package of benefits to craft their own hero. In this way you can either recreate classic concepts from the original Rifts® setting—like City Rats, Operators, and Rogue Scholars—or draft an Iconic Framework for your character from scratch, based on your own ideas.
Follow these steps for MARS characters:
  • 1. Select a MARS Package from the list below.
    2. Roll on the MARS Fortune & Glory Table (page 46) two times, possibly modified by package.
    3. MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
    4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
The psionic gifts of a Psi-Druid lend themselves much more to oneness with Nature than more standard psionic practices. Choosing this road is often guided by the emotional and spiritual inclinations of the Psi-Druid discovering her powers for the first time, especially if she doesn’t have a formal means of instruction and guidance at hand.
Shamans and more traditional arcane druids are often both amused and confused by Psi-Druids, but certainly welcome them to the greater family of those who wish to protect and nurture the natural world.
  • Begin with Psionics d6 Arcane Background (Psionics), 10 ISP, as well as detect/conceal arcana, healing, use the Mystic’s Miracles or Psionics lists and begin with three powers. In the Psi-Druid’s case, all powers are psionic and use ISP.
  • Begin with the Beast Master, Healer, and Woodsman Edges.
  • Begin with Healing d6 and Survival d6
  • Begin with standard Starting Gear substituting Adventure Survival Light Armor.


Agility: d4 -> d8 (2)
Smarts: d4 -> d10 (3)
Spirit: d4 -> d6 (H) -> d8 (N1)
Strength: d4 -> d6 (FG)
Vigor: d4 -> d6 (S1)

Agility: d8
Smarts: d10
Spirit: d8
Strength: d6
Vigor: d6

15 +2 (Shooting-FG) +3 (Combat-HJ)
  • Athletics: d4
    Common Knowledge: d4
    Fighting: -> d4 (1)
    Healing: d6 (IF) -> d8 (1)
    Intimidation: -> d4 (1)
    Notice: d4 -> d8 (2)
    Occult: -> d4 (1)
    Persuasion: d4
    Psionics: d6 (IF) -> d10 (2)
    Riding: d4 (Race) -> d10 (4)
    Shooting: -> d10 (+5)
    Stealth: d4 -> d6 (1)
    Survival: d6 (IF) -> d10 (2)

Athletics: d4
Common Knowledge: d4
Fighting: d4
Healing: d8+2 (Healer Edge)
Intimidation: d4
Notice: d8
Occult: d4
Persuasion: d4-2 (Ugly, d4-4 vs. Psi-Stalkers)
Psionics: d10 (+2 for Healing Power due Healer)
Riding: d10
Shooting: d10
Stealth: d6 (+2 in Wilderness due Woodsman)
Survival: d10 (+2 in Wilderness due Woodsman)

Toughness: 15 (6)
Pace: 5 (d4)
Parry: 4
Last edited by Berk on Sat Feb 26, 2022 12:31 am, edited 4 times in total.
Toughness: 15 (6)
ISP: 32/45
Pace: 5 (d4)
Parry: 4

Bennies: 3 / 3
  • Base
Wounds: None
Fatigue: None
User avatar
Berk
Posts: 28
Joined: Fri Feb 18, 2022 1:15 pm

Re: Berk - Simvan Psi-Druid Monster Tamer/Rider

Post by Berk »

Edges
  • TLPG122
    Arcane Skill: Psionics (Smarts)
    Starting Powers: 3
    Power Points: 10
    Power Points Type: ISP
    Required Power Activators: None
    Techno-Wizardry Gear Manipulation: Yes
    Many of the humans of Rifts Earth are individuals with the powers of extra sensory perception (E.S.P.), telepathy, telekinesis, and more; these people account for nearly a quarter of the remaining world population. Those with more limited or undeveloped powers are known as minor psionics.
    Unlike other Arcane Backgrounds, the psionic powers available to minor, major, and master psionics can be quite different; unless otherwise specified (Iconic Framework, Race entry, etc.), psionics have access to the following powers (Rank permitting):
    • arcane protection*, bolt, boost Trait†, detect/conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, mind link, object reading, relief, telekinesis, warrior’s gift*.

    Powers marked with an asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked with a dagger (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds).
    Psionics gain access to Mega Power Modifiers by taking the Major Psionic then Master Psionic Edges. Psionic combat powers have a telekinetic force Trapping with an appearance like molten glass, possibly arcing with energy and tinted with color.

    AM33
    Adepts practice a tradition which hones body, mind, and spirit into a single weapon; examples from Earth’s history include the mystical monks of Shaolin and the internal alchemists of Wudang; on Rifts Earth the Psi-Warriors follow
    this path.
    Upon taking this Edge, for each of his current Ranks and at each new Rank, the adept may choose one power to become an Innate Ability with the Range (self) limitation. The adept must already have the power to begin with—chosen normally from his power list.
    The following powers may be upgraded to Innate Abilities this way:
    • arcane protection, boost trait, deflection, healing, protection, smite, speed, and warrior's gift.
    All other aspects of the character's Arcane Background and powers remain the same.
    • N: Warrior's Gift
      S: Boost Trait

    SWADE 51
    Some individuals have an extraordinary bond with their animal companions. These characters may spend their own Bennies for any animals under their control, including mounts, pets, familiars, and so on.

    2x
    SWADE 51Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    The Beast Master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is
    typically an animal of Size 0 or smaller, subject to the GM’s approval.
    The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days.
    More Powerful Companions: Beast Master may be taken more than once. Choose one of the effects below each time it’s chosen:
    • Gain an additional pet.
    • Increase one of the pet’s Traits one die type (only one Trait per pet).
    • Increase the maximum Size pet you may have by +1, to a maximum of 3.
    • Make one pet a Wild Card. (The hero must be of Heroic Rank).
    Stompy used 1 to be, and 1 to become a Wild Card

    The Knights of the White Rose and some barbarian tribes tame strange and alien beasts as mounts. Instead of the animal companions offered by the Beast Master Edge, a Beast Rider may take as her companion and mount a creature up to Size Large, such as a dinosaur, Phantom Wolf, or a beast suggested for Simvan Monster Riders (see The Tomorrow Legion Player’s Guide). This mount may be in addition to the regular companion animal and may be modified by taking the Beast Master Edge more than once.

    SWADE 52
    A hero with this Edge adds +2 to all Healing rolls, whether natural or magical in nature.

    TLPG79
    A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges.
    Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.

    SWADE 47
    An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background.
    A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.

    2x
    SWADE 47
    Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points.
    Power Points may be selected more than once, but only once per Rank. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points.

    SWADE 44
    Firing from the back of a horse or moving vehicle is tricky business, but your adventurer has figured it out. She ignores the Unstable Platform penalty (see page 109).
    This also helps when running, reducing the usual penalty from −2 to −1 (see Movement, page 92).

    SWADE 50
    Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time.
    Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
Hindrances
  • Racial (Major); SWADE23
    Your hero never takes prisoners unless under the direct supervision of a superior. His cold-blooded ruthlessness causes enemies to respond in kind, often costs vital information, creates constant enemies, and may get him in trouble with his superiors or the authorities, depending on the setting.

    Minor; SWADE25
    This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.

    Campaign; Minor; SWADE 26
    This individual has some minor foible that is usually humorous but can occasionally cause him real trouble. A swashbuckler may always try to slash his initials on his foes, a dwarf may brag constantly about his culture, or a snobby debutante might not eat, drink, or socialize with the lower class, for example.
    • Uses bone splinters to pick his teeth

    Minor; SWADE27
    A disability or past injury has hindered this hero’s mobility. As a Minor Hindrance, reduce his Pace by 1 and his running die one step (if already d4, reduce to d4-1).
    Slow characters may not take the Fleet-Footed Edge.

    Major; SWADE28
    Attractive people get all the breaks. This unfortunate individual isn’t one of them. He subtracts 1 from his
    Persuasion rolls, or 2 if taken as a Major Hindrance.
Powers
  • Power Points: Special
    Range: Smarts
    Duration: 10 minutes
    Trappings: The caster concentrates
    This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.
    • Simvan pay half the cost for a creature’s Size (round up)
    Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.
    Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
    Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
    • Simvan affect “unnatural” beasts—see the list of riding animals above
    Modifiers
    • MIND RIDER (+1): The caster can communicate and sense through any of the beasts he’s befriended.

    Power Points: 2 -> 1 -> 0 -> -1
    Range: Smarts -> Touch -> Self
    Duration: 5 (boost)
    Trappings: Meditation
    This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.
    Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.

    Power Points: 2
    Range: Smarts
    Duration: 5 (detect); one hour (conceal)
    Trappings: Meditation
    Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so
    on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, Miracles, etc.
    Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
    Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
    Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
    Modifiers
    • Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
      Area Effect (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
      STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.

    Power Points: 3
    Range: Touch
    Duration: Instant
    Trappings: Laying on hands
    Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
    For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
    Modifiers
    • Greater Healing (+10): Greater healing can restore any Wound, including those more than an hour old.
      Crippling Injuries (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
      Neutralize Poison or Disease (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.

    Power Points: 4 -> 3 -> 2
    Range: Smarts -> Touch -> Self
    Duration: 5
    Trappings: Concentration.
    With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
Last edited by Berk on Thu Jan 12, 2023 12:42 pm, edited 2 times in total.
Toughness: 15 (6)
ISP: 32/45
Pace: 5 (d4)
Parry: 4

Bennies: 3 / 3
  • Base
Wounds: None
Fatigue: None
User avatar
Berk
Posts: 28
Joined: Fri Feb 18, 2022 1:15 pm

Re: Berk - Simvan Psi-Druid Monster Tamer/Rider

Post by Berk »

Advancement
  • FG: +1 d Str, Brawny
    FG: +2 dice Shooting, Gain a Personal Ranged weapon of choice (TW Storm Rifle)
  • HJ: Professional (Adept)
    HJ: Power Points - ISP
    HJ: +3 Combat Related Skill Points
  • H: Beast Rider
    H: Spi -> d6
  • N1: Spi -> d8
    N2: Beast Bond
    N3: Steady Hands
  • S1: Vigor -> d6
    S2: Major Psychic
    S3: Power Points - ISP
    S4:
Last edited by Berk on Mon May 01, 2023 11:04 am, edited 4 times in total.
Toughness: 15 (6)
ISP: 32/45
Pace: 5 (d4)
Parry: 4

Bennies: 3 / 3
  • Base
Wounds: None
Fatigue: None
User avatar
Berk
Posts: 28
Joined: Fri Feb 18, 2022 1:15 pm

Re: Berk - Simvan Psi-Druid Monster Tamer/Rider

Post by Berk »

Equipment
  • Survival Knife
    Wooden cross
    Wooden stakes
    NG-S2 Survival Pack: Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
    • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    Range: 15/30/60
    Damage: 3d6
    RoF: 1
    AP: 2
    Shots: 20
    Str Min: d4
    Weight: 2
    Rarity: +1
    Cost: 11,000
    Notes: The "Classic" is Shooting +1.
    • 2 E-Clips

    Armor: +4
    Toughness: +1
    Min Str: d4
    Weight: 5
    Avail: −1
    Cost: 10,500
    Notes: +2 vs all Hazards.

    Whether crafted by arcane artificers, shamans, or any other practitioners of the mystic and magical arts, a suit of enchanted armor is a valued form of protection. The varieties of Appearance and styles are as nigh-infinite as the crafters throughout the Megaverse® who create them.
    Heavy Enchanted Armor provides +6 Armor and +3 Toughness with Min Str d8. The suits don't requires PPE or ISP to wear or function (16 lb, 190,000 credits for Heavy; Rarity –2).
    • Signature Item
      • m: +1 to Psionics
        m: +1 to Psionics
        M: +1 die to Psionics
        M: +1 die to Psionics
        • Crafted from the bones of various psychically strong creatures (this includes humanoids), this suit of Heavy Enchanted Armor was enchanted by a Simvan Shaman for use by one of their Beast Masters. It was presented to Berk by that same Shaman after he got its prize piece... the skull of a Vronwor Mind Melter to be used for its helmet.

    Range: 30/60/120
    Damage: 4d6+2
    AP: 4
    RoF: 1
    Shots: 6
    Weight: 8
    Rarity: −4
    Cost: 280,000
    Notes: +1 Shooting.
    Range: Smarts
    Duration: Instant
    Trappings: Whirlwind
    This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.
    With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks, page 97).
    Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center). Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
    Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on.
    as an alternate attack (uses one shot).
    • An advanced scope with thermal, infrared, and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons (1 lb., 3000 Credits).

      Gun Bunny Improvement:
      Gain the
      The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +1 to his Athletics (throwing), Fighting, or Shooting rolls, and +1 to Parry when readied (even if it’s a ranged weapon).
      for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).
Credits
  • 800
Valuables
  • 500
Last edited by Berk on Sat Jul 30, 2022 1:51 pm, edited 6 times in total.
Toughness: 15 (6)
ISP: 32/45
Pace: 5 (d4)
Parry: 4

Bennies: 3 / 3
  • Base
Wounds: None
Fatigue: None
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Berk - Simvan Psi-Druid Monster Tamer/Rider

Post by Daniel »


Approved for Savage Rifts: Machinations.

Welcome to the party.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Berk
Posts: 28
Joined: Fri Feb 18, 2022 1:15 pm

Stompy

Post by Berk »

Stompy
Wild Card Rhino Buffalo
  • Stompy is 25 feet high and 40 feet long, and weighs 16 Tons.
It’s easy to see how this Rift-delivered beast got its name, as it certainly looks like a gargantuan buffalo and a giant rhinoceros managed to breed true and create a devastating predator. Their favored prey is dinosaurs, which should tell the wary traveler something about how wide a berth to give a Rhino-Buffalo. As apex predators, the creatures rarely travel in groups larger than four, and most are solitary.
Rhino-Buffalos range from 18 –25 feet in height, and up to 40 feet long, weighing multiple tons ! More than one robot pilot has reported being charged by one of these monsters, clearly looking to answer a challenge or acquire food. Rhino-Buffalos are another favored mount for Simvan Monster Riders.
Attributes:
  • Agility d8
    Smarts d4 (A)
    Spirit d8
    Strength d12+6
    Vigor d12
Skills:
  • Athletics d6
    Fighting d8
    Notice d8
    Survival d6
Pace: 12; Parry: 6; Toughness: 42 (20)
Edges:
  • Charge
    Fleet-Footed
    Frenzy
    Sweep
Special Abilities:
  • Armored Hide: These beasts have +20 MDC Armor and +7 Toughness.
  • Bite/Claws/Horn: Str+2d6 Mega Damage, AP 12,. Rhino-Buffalos can gut giant robots with ease.
  • Gore: When moving at least 6” before attacking, they add +4 to their damage.
  • Hardy: No additional Wounds from being Shaken more than once.
  • Leap: Their powerful legs allow Rhino- Buffalos to leap up to 6” (12 yards)!
  • Size 7 (Large): Rhino-Buffalos are large enough to treat dinosaurs as their favored prey! One extra Wound level.
Toughness: 15 (6)
ISP: 32/45
Pace: 5 (d4)
Parry: 4

Bennies: 3 / 3
  • Base
Wounds: None
Fatigue: None
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Berk - Simvan Psi-Druid Monster Tamer/Rider

Post by Daniel »


Stompy looks good.


You are good to go with AoT!
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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