Dinosaur Rider O.C.C.
One of my original OCCs
The Dinosaur Swamp can be a dangerous place, but its the Dinosaur Riders who are generally considered to be the masters of the denizens of the Swamp. Dinosaur Riders are considered by some to be the Deep South counterparts to the Psi-Druids, Psi-Stalkers, and Simvan, as all have an "unnatural" (some would say "supernatural") affinity with animals. However, the Dinosaur Rider's affinity is more limited in scope, focussing on the dinosaurs and dinosaur-like animals that inhabit Florida, Georgia, and South Carolina. Like the Simvan Monster Riders, the Dinosaur Rider can ride dinosaurs, including those that many consider untameable. Often, a Dinosaur Rider will pick one specific dinosaur or type of dinosaur as a favorite mount.
Most Dinosaur Riders are at home in the swamps and wetlands of the south, and avoid the cities to the north and west. In some cases, the Dinosaur Riders travel in groups, others travel by themselves or as part of a mixed group of adventurers.
Special abilities of the Dinosaur Rider.
1. Mental Link with Dinosaurs. A Dinosaur Rider is able to tame dinosaurs and dinosaur-like animals, much like the Simvan Monster Riders. However, this ability is closer in effect to the wizard's Familiar spell than it is a learned skill. The dinosaur and rider are mentally linked, and each knows the other's needs. Despite how mean, ornery, and predatory a dinosaur may be, once linked to a rider the dinosaur will never attack him. A rider is automaticaly linked to a mount at first level, and can link with one additional dinosaur every other experience level. In other words, at third level, a rider can be linked with two dinosaurs at a time, three at fifth level, etc. Note that this indicates the maximum number of dinosaurs the rider can be linked to at any given time. Should a mount be killed, the Dinosaur Rider can link with a new dinosaur in a few days.
2. Bonuses from the Mental Link: +2 to M.E., +1 to save vs. Horror Factor. Note that these indicate the bonuses from a link with one dinosaur. Bonuses from additional links are cumulative. Should the link be severed, usually through the death of the mount, the character suffers a penalty of -3 to P.E. and -1D6 to H.P. for 1D4 weeks, and must roll to save vs. Coma/Death at a -20% penalty in order to avoid going into a coma for 2D4 days. This is in addition to losing the bonuses from the link.
3. Limited Psionics. Dinosaur Riders are natural minor psionics, and automatically get the Sensitive psionic power of Commune with Animals. In addition, the Dinosaur Rider can select three powers from the Healing, Physical, or Sensitive categories.
4. Base I.S.P. is M.E. times two plus 4D6, with an additional 2D6 I.S.P. per level of experience.
Alignments: Any.
Attribute Requirements: None, although a high M.E. and P.E. are recommended.
O.C.C. Skills:
- Speak Native Language (+25%)
- Horsemanship: Exotic (+30%)
- Trick Riding
- Cook (+10%)
- Tracking (+15%)
- Wilderness Survival (+20%)
- First Aid or Holistic Medicine (+15%)
- Athletics
- Prowl (+15%)
- Wrestling
- Basic Math (+5%)
- Track Animals (+20%)
- W.P. Two Modern of Choice
- W.P. Two Ancient of Choice
- Hand to Hand: Expert
- The Hand to Hand skill can be upgraded to Martial Arts or Assassin (if of an evil alignment) at the cost of one "other" skill.
O.C.C. Related Skills: The character can choose eight "other" skills from the following list. However, at least two skills must be selected from Wilderness and two from Cowboy. In addition, the Dinosaur Rider can select an additional two skills at level three, and one additional skill at levels five, eight, eleven, and fourteen. All new skills start at level one proficiency.
- Communications:
- Cowboy: Any (+10%)
- Electrical: Basic only
- Espionage: Detect Ambush, Detect Concealment, and Sniper only (+5%)
- Mechanical: Basic and Field Armorer (+5%) only
- Medical: First Aid and Holistic Medicine only (+10%)
- Military: Camouflage, Trap Construction, and Trap/Mine Detection only (+5%)
- Physical: Any, except Acrobatics and Gymanstics
- Pilot: Any (+5%)
- Pilot Related: Any.
- Rogue: Any (+5%)
- Science: Anthropology and Math only.
- Technical: Any (+5%, +10% to Lores)
- Weapon Proficiencies: Any
- Wilderness: Any (+10%)
Secondary Skills: In addition, the Dinosaur Rider can select six Secondary skills from the above list, without the bonuses listed. An additional secondary skill can be chosen at levels 2, 4, 7, 10, and 13. All new skills start at level one proficiency.
Standard equipment: A suit of light M.D.C. armor (may be made from M.D.C. animal hides), tinted goggles and sunglasses, flashlight, pocket mirror, 100 ft. (30.5 m) of lightweight rope, 1D6 animal snares, knapsack, backpack, saddle bags, utility belt, gas mask and air filter, two weeks of food rations, and canteen. Weapons will include a survival knife, vibro-blade, two modern weapons of choice with three ammo clips or E-clips for each, and two ancient weapons of choice. The character will also have a dinosaur or dinosaur-like animal that he has tamed as a mount; ostrasaurus, silonars, tiger-claw raptors, duckbilled honkers, and tri-tops are the most common. Experienced Dinosaur Riders (4th level and up) may have a second dinosaur as a pack animal; tri-tops and stegos are the most common pack dinosaurs.
Money: Most Dinosaur Riders are adept at living off the land in the Dinosaur Swamp, and have little need for money. Hence, the starting Dinosaur Rider will have a mere 2D4 x 100 in credits, but will have several trade goods, including M.D.C. dinosaur hides, worth 3D6 x 1000 credits.
Cybernetics: None to start. Dinosaur Riders don't care for cybernetics, and most will not get cybernetic augmentations, but will consider cybernetics for medical purposes, especially bio-systems.
Back to Main OCC List