Sorry, again, for the delay in my weekly posts. Things are finally looking up with my Brother’s condition; we are connecting more and making the necessary changes to help him improve even further. I have had a bit more spare time since my hiatus, and am happy to get back to my Toon Tuesday posts. This is one of my stress relief outlets and it has been missed.
This is a character that I just had to write up after the last one, Snow Bison the Mastodonoid Animal Shaman. They are designed as Lifemates and to be played together, but this is not necessary. Both were very fun to write up, though I probably would have changed up the O.C.C.s if I owned a copy of Rifts Canada, but Rifts World Book 15: Spirit West will have to do for these native beasts. Again, I feel that the Mastodonoid race would have little use for tribal fetishes, though their Shamans would proudly continue to make them for their human tribesmen, and would not use them for fear of squandering the Spirit’s gifts; so he has none of the starting fetishes for a Tribal Warrior. I also scoured the text for information on the Tribal Warrior Powers listed under each animal totem, however, could not determine if the bonuses were all inclusive or a temporary boost due to transformation. Waving my magic DM wand, I’ve gone with transformation, as it would be a bit difficult for a human (originally the only race that could be a Tribal Warrior) to gore someone with tusks or antlers unless at least partially transformed.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 30: D-Bees of North America and Rifts World Book 15: Spirit West (hereby refered to as SW).
Recommended Setting: Incredibly unsuited to any hot or warm climates (no deserts or tropics), but well suited to any arctic environments. Due to their simple nature, they are better suited to a traveling party that does not spend much time in large towns or cities, but very suited to an indigenous style campaign. Would be best set in a party involving their Lifemate, though this can be altered. Mastodonoids are ridiculously powerful and should not be paired with average adventuring parties.
Nickname: Tall Elk
Exp. Level: One
Experience Table: Tribal Warrior
O.C.C.: Tribal Warrior
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 23 (+1D6/lvl)
S.D.C.: Not applicable.
M.D.C.: 100 (+3D6/lvl)
P.P.E.: 29 (+1D6/lvl)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: Not applicable.
PS: 51 (Supernatural, Lift/Carry: 6120/3060 lbs)
PE: 23 (Supernatural)
SPD: 32 (Run: 22 mph)
Hand to Hand: Expert
+Restrain Punch: 8
Fist Punch 1D6x10 M.D.
Restrained Punch 1D6 M.D.
Power Punch 2D6x10 M.D. (counts as 2 attacks)
Backhand 4D4 M.D.
Elbow 6D4 M.D.
Kick 7D8 M.D.
Power Kick 3D8x10 M.D. (counts as 2 attacks)
Knee 4D8 M.D.
Bite 2D4 M.D.
Tusk Gore 3D6 M.D.
Claw Strike 4D6 M.D. (+Supernatural PS bonus damage)
Racial Natural Abilities
Impervious to Natural Cold Due to their shaggy fur and thick layer of blubber, they are completely immune to natural cold and magic cold does half damage.
Enhanced Healing Recovers M.D.C. at a rate of 3D6 per 12 hours.
Water Tolerance Can use their trunk-like mouth as a snorkel, as well as withstand depths up to 400ft without penalty or special equipment (this does not mean they can naturally breathe underwater.)
Extreme Strength Can throw objects like rocks, balls, weapons, and shoot arrows an additional 120ft with no penalty or loss of accuracy. Can also lift and carry 120% more than usual. These bonuses are reflected in the character’s ability scores and notes.
Occupational Natural Abilities
Totem Animal: Moose An animal that provides much meat but fights fiercely and shows themself to be a test of strength. They are the valiant warrior destined to serve a higher cause or purpose, such as providing for others. They fight with honour, so even if they lose the fight, they still win. This totem includes Elk and Caribou. Tribal Warrior Powers: +7 P.S., +3 P.E., +4D6 to physical M.D.C., +2 initiative, +1 strike/parry, antlers add +2D6 to supernatural P.S. damage when goring, kick with hind legs does +2D6 to supernatural P.S. damage, acute hearing, and a Horror Factor of 13. The Tribal Warrior gains these abilities when they transform, at will, into a greater member of their Totem Spirit’s race for 30 minutes per level (costs 12 P.P.E.)
Personal Fetishes They can use tribal fetishes, which are extremely powerful magical and sacred items sought after for their supernatural abilities. Warriors will often undertake dangerous risks or grueling quests to earn these coveted blessing from their tribal Elders. Fetishes are usually crafted by a Shaman, Greater Spirit or God, and are given as a gift to the most deserving for their courageous act and selflessness.
Quickdraw and Throwing Initiative: Tomahawk and Knife Enables them to use a knife or a tomahawk type weapon in each hand and draw and throw 1-2 of them with amazing accuracy and speed. +1 initiative for every 2 P.P. points above 16, this is added to any other combat bonuses (maximum applicable P.P. of 30, with a maximum bonus of +7.) The Quickdraw bonus only applies to hand axes and knife-like objects (which may vary in size with the player race.) Effective Throwing Range: 180ft, +2 to strike. Maximum Throwing Range: 270ft, no bonus to strike.
Paired Weapons: Tomahawk and Knife They can draw and strike/stab/cut/slash or throw one or both weapons in hand at the target simultaneously at no penalty, inflicting full damage for each weapon and only counting as one melee attack. In alternative, this two-handed strike can be divided between two different targets (one per weapon in hand), so long as the target is visible to them and within their range of peripheral vision (the divided attack still counts as one melee attack, though it is directed at two different foes.) The Quickdraw initiative bonus still applies, but the Tribal Warrior must roll to strike once for each weapon to hit each target (the bonus to strike is halved in this case.) Parrying is not possible when striking with both weapons, though one can be thrown to strike and the other used to parry (still counting as one melee attack.)
Horsemanship: Cowboy The Cowboy is, arguably, the most skilled of all riders, equalled only by the Cossack, and understands all methods of care, breaking, grooming, and breeding for horses. All bonuses are combined with regular bonuses, are active only while riding on horseback, and apply to the rider, not the horse. +1 initiative at levels 2, 5, 10, and 15. +2 roll with impact when knocked from horseback. +2 parry, dodge, and rope/ensnare/tangle. +1D4 S.D. or M.D. (depending upon the weapon used, this is not applicable to guns or blasters, only physical weapons.) Charge attack with a polearm or spear adds +2D6 S.D. or 1D6 M.D. (depending upon the weapon used, the rider must roll under the second skill percentile to stay mounted after impact, and charge attacks count as 2 attacks.) Horse strikes are possible, +4 to strike for the animal itself to attack.
Horsemanship: Exotic The character understands all methods of care, breaking, grooming, and breeding as with any Horsemanship skill, but they are experienced in riding tame animals other than the horse. “Exotic animals” can include elephants, camels, llamas, pegasus, gryphons, dinosaurs, giant insects, and other monstrous beasts trained (or willing) to be ridden. Wild or untamed creatures cannot be ridden except by Simvan or select other characters with animal skills or spells. See other Horsemanship skill for applicable riding bonuses.
+Ritual Magic: 5
+Harmful Drugs: None
+Possession: 4 (Immune to demonic possession.)
+Horror Factor: 8
+Mind Control: 4 (This includes all forms of mind control, even the obscure.)
Land Navigation 50% +4%/lvl
Skin and Prepare Animal Hides 50% +5%/lvl
Track and Trap Animals 40%/50% +5%/lvl
Wilderness Survival 55% +5%/lvl
R.C.C. Related Skills:
Language: Native: lnuit 98% (max)
Language: Other: Native American 98% (max)
Language: Other: American 60% +3%/lvl
Sign Language 35% +5%/lvl
Mathematics: Basic 55% +5%/lvl
Fishing 50% +5%/lvl
Detect Ambush 45% +5%/lvl
Track: Humanoids 40% +5%/lvl
Identify Plants and Fruits 45% +5%/lvl
Climbing 50%/40% +5%/lvl
Prowl 35% +5%/lvl
Swimming 75% +5%/lvl
Horsemanship: Cowboy (See Occupational Natural Abilities for bonuses.)
Horsemanship: Exotic (See Occupational Natural Abilities for bonuses.)
O.C.C. Related Skills: (+3 skills at level 3, +2 skills at level 7, and +1 skill at levels 11 and 13.)
Wrestling (Pin/Incapacitate on natural roll of 18-20, moving or attacking breaks this hold.)
Fasting 60% +3%/lvl
Detect Concealment 35% +5%/lvl
Interrogation 50% +5%/lvl
Dance 40% +5%/lvl
Secondary Skills: (+2 skills at levels 4 and 8.)2
Leather Working 45% +5%/lvl
Mythology 30% +5%/lvl
Archery (+1 strike 1, 2, 4, 6, 8, 10, 12, 14. +1 parry with a bow weapon at level 1. +1 disarm 2, 5, 10, 15. Rate of fire is 2 shots per melee round, +1 extra shot 2, 4, 5, 8, 10, 12, 14. May fire at 50% further distance with no bonuses.)
Targeting (+1 strike when thrown 1, 3, 7, 10. Critical damage on natural 19-20. See page 328 in Rifts Ultimate Edition for full description.)
Tomahawk (+1 strike 2, 4, 7, 10, 13. +1 parry 1, 3, 6, 9, 12. +1 strike when thrown 1, 3, 6, 8, 10, 13.)
Spear (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 3, 6, 10, 14.)
Knife (+1 strike 2, 4, 7, 10, 13. +1 parry 1, 3, 6, 9, 12. +1 strike when thrown 1, 3, 6, 8, 10, 13.)
Mastodonoid Tomahawk x4 (x2 kept in saddlebags as extra) 2D8, roughly the size of a battleaxe to a human, but a tomahawk in size to a Mastodonoid.
Compound Bow 920ft, 3D6+1 S.D., x24 steel-tipped arrows and x6 silver tipped arrows (in quiver.)
Large, Animal Bone Knife 2D6 S.D. (in belt sheath.)
Spear x2 3D6 S.D. (in hand or on back.)
Does not wear armour, rather, they rely upon their transformative and totem abilities, and their own M.D.C. natural armour.
They are capable of riding dinosaur mounts (see Horsemanship: Exotic) but do not have one at this time. They are too large to ride on all but the largest horses, who are not well suited to such cold climates.
Gear (All located in backpack unless stated otherwise.)
Clothing x2 (x1 to wear, x1 extra, traditional tribal leathers and furs)
Fishing Hooks x12 (×4 in belt pouch)
Leather Belt (×4 pouches)
Small Sack x2
Backpack (quiver sewn into side)
Game Traps (snare cords, etc., x3 each)
Winter Blanket x2
Ball of String
Dried Trail Rations (x7 days, fruits and jerky)
War Paint (yellow)
Skinning Knife (1D8)
Flint and Steel x2 (x1 in belt pouch)
Whetstone x2 (x1 in belt pouh)
Carved Stone Figurine (an elk, in belt pouch)
Black Market Items None.
Other Currency 800 credits worth in gems, precious metals, and animal pelts.
Magic (+1 level 1-3 spell at levels 2, 5, 9, and 12.)
See the Invisible Range: 120ft, double on a ley line. Duration: 1min/level. Cost: 4 P.P.E.. Saving Throw: None. Can see entities, beings, forces, objects, and creatures which have turned invisible or are naturally invisible. Even if the creature has no form per se, the can discern the vaporous shape or energy sphere that is the being. This includes ghosts, Entities, Elementals, and Astral Beings.
Sense Evil Range: 140ft. Duration:2mins/lvl. Cost: 2 P.P.E.. Saving Throw: None. Can sense the presence of evil (all supernatural beings radiate their alinment, good or evil and can be vaguely sensed without expending any P.P.E., but for a clearer picture, Sense Evil must be used.) Will indicate the general number of supernatural beings in range, and can also register the intensity of the evil and pinpoint the general location of the sources to a particular room, possessed object, character, and distance. Can track supernatural evil by sensing how close/far it is within range. Evil emanations from humans are much less distinct and can only be sensed if they have an immediate evil intention and have psionics or is psychotic (can be masked with a Mind Block.)
Sense Magic Range:120ft. Duration: 2mins/lvl. Cost:4 P.P.E.. Saving Throw: None. User can feel magic emanations and pinpoint their direction, source, and location by following them. Invisible, magical, or supernatural creatures/objects can only be tracked to a general area. Can also sense whether an item has magical properties, if a person/item is under a magic spell/enchantment, when magic is being used in range, and who is casting the spell. Does not sense psionic power.
Armour of Ithan Range: Self or other by touch. Duration: 1 minute per caster level. Cost: 10 P.P.E.. This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic body armour upon the caster. Or the armour can be instantly created upon anyone so long as the caster is touching the recipient. Named after the magic armour of the Dwarven King Ithan, it has an M.D.C. rating of 10 per caster level. Magic fire, lightning, and cold attacks do half damage to it.
Throwing Stones Range: 200ft +100ft per level, self only. Damage: 1D6 M.D.+1 point of M.D. per level. Duration: 2 melee rounds. Saving Throw: Dodge. Cost: 4 P.P.E.. The caster draws upon the earth to make a hardball sized, circular stone appear in their hands. The stone is then magically hurled with surprising accuracy and distance, it strikes with the force of a cannon. The caster chooses the target and throws the stone like they would a ball, with a +2 bonus to strike (P.P. attribute and targeting bonuses are applied as well.) The target may attempt to dodge, but the stones are magically propelled and too fast for most to parry (any attempts to do so are at a penalty of -4.) After a stone hits it crumbles into dirt. Creating and throwing a stone counts as one melee action.
Frostblade Range: Close, hand to hand combat. Damage: 4D6 M.D. (6D6 M.D. against creatures of fire, if they take double damage from cold, then 8D6 M.D.) Duration: 2 minutes per caster level. Cost: 15 P.P.E.. This spell transforms an ordinary (S.D.C.) sword, knife, or metal rod/strip into a 4ft long sword that glows pale white with a misty energy that inflicts damage with a combination of magic and numbing cold. After creating it, the caster can give it to someone else to wield if they so choose. The weapon can be used like any sword, but it can also parry energy blasts (with no bonuses.) The blade can not be damaged through parrying and transforms back into the original weapon/rod once the duration ends. This weapon can be used in combination with the Ricochet spell.
Not applicable, in fact, a Mastodonoid will typically avoid any type of mechanical or bionic augmentation, even if injured.
True Name: Aqillutaq (Inuit name meaning “new snow”) Tall Elk
Occupation: Tribal Protector
Height: 11′ 10″
Description: Large and imposing, dark brown fur, skin, and eyes, long tusks with feather adornments and huge, bear-like claws. Typically prefers to not wear armour, as little can pierce his tough hide or fit his massive build, but wears leather breeches and an animal hide cloak (mostly for politeness.) He paints a yellow half moon on his forehead, a symbol of the warrior. He does not speak often.
Insanity(s): Phobia: Public Speaking/Performance
Sentiments Toward Coalition State: Wariness, will avoid their territories if possible, but will not hesitate to defend his family or other D-Bees from their patrols.
Sentiments Toward D-Bees: Indifferent. He makes few friends and cares little for company, but he respects the abilities and strength which some D-Bees possess, as well as the culture and natural affinites of others.
Sentiments Toward Humans: Mistrustful, many humanfolk are frightened by his appearance and react violently. He prefers to avoid primarily human towns and settlements unless they are natives as well.
Mutations: Not applicable.
Warm Climates Uncomfortable in environments warmer than 80 degrees (Fahrenheit), and suffers penalties of -1 attack per melee, -30% to Spd, and they fatigue at the same rate as humans (twice that if the temperature is 90 degrees or warmer.)
Unaccustomed to Cities In this instance, their low to average IQ and simple way of living works against them; they do not understand the laws and customs of most civilized people, dislike most technology, and hate being cooped up in a town or city. All of the sights, smells, sounds, and activity makes them jumpy, hyper, hurts their ears, and gives them a headache (reduce all combat bonuses by half as well as a -15% penalty to skill performance.)
Low Physical Beauty Face is so scarred, deformed, frightening or ugly by Human standards that the character suffers penalties of -10% to skills like Gambling, Intelligence Gathering, Performance, Public Speaking, and Undercover Ops, -30% to the Seduction skill, and a +10% bonus to the Intimidate skill. Any penalties are included in the total percentage in the skills sections.
Background: Large from the moment he was born, Aqillutaq had a natural way with physical skills such as wrestling, running, and using weapons. He was a quick study in these things, and became a Tribal Warrior years before other adolescent calfs his age, so marked was his progress and training. Though his fierce fighting ability and reverence for the Spirits were great, Aqillutaq was socially inept, and found conversation very awkward and difficult. Though he was always present for the Elders stories and the boistrous celebrations and ceremonies, he was much too shy to take part himself, so it was presumed he had no interest; though he actually enjoys dancing more than even the most active of calfs. He kept himself and much of his interests hidden from all, and few members of his tribe could say anything about him except that he was a skilled warrior and incredibly protective, which made it difficult to see a totem spirit guiding him through his gloom. Yakone, an Animal Shaman a few years his senior and a welcome companion with her stories, was denied her great journey with the caribou herd through the harsh Winter, and Aqillutaq carefully followed her as she fled the tribe to pursue them anyway. He followed at a distance for many weeks until the herd was sprung upon by a starving wolf pack. Yakone tried terribly to keep the new calfs and their Mothers safe without injuring the hungry wolves, but they would not be swayed by her natural affinity or animal speaking. Aqillutaq joined the fray and (with minimal injury to himself or the opposing wolves) helped defend the young caribou while the wolves took what they needed to survive. As they travelled with the herd, Yakone and Aqillutaq learned much of each other, he even revealed his hidden passions for storytelling and dancing, and by the time they reached their home, they were in love. The Elders happily celebrated their return, and their Totems had finally revealed themselves in a vision to the Elder Shaman; a massive elk and a bison as white as the snow, protecting each other in a storm. They were shortly named (Snow Bison and Tall Elk) and united as Lifemates, and in the coming years had two children, twin Sons. Once their Sons were grown, the Lifemates set off, seeking out the cause for dwindling food sources and famine in the animals, which had slowly gotten worse over the years; Aqillutaq always protecting his Lifemate and proudly supporting her cause and spiritual abilities.
Family Tree: Children are Sauri and Pakak, they are identical twins (though their parents can always tell the difference), he is in regular contact with them through messages and his Lifemate’s occasional use of technology (the tribe does have a few amenities, though he dislikes technology on the whole.) His Lifemate is Yakone, who goes by Snow Bison and has the Buffalo Totem, they travel together. His Mother is a seasoned Spirit Warrior, though she began traveling once he reached adulthood, his Father died of old age, and he has two older siblings, a Brother who is a Fire/Water Elemental Fusionist and a Sister who is a Mask Shaman (both remain with their tribe.)
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