Q’omo the quick flex Momo

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Q’omo
Posts: 16
Joined: Thu Jan 02, 2020 12:56 pm

Q’omo the quick flex Momo

Post by Q’omo »

HJ Rolls:
Psionics [dice:1eje6fhb]61459:0[/dice:1eje6fhb]
  • Your psionicist gains either the New Powers Edge or one power chosen from the Mind Melter's list (Rank permitting).
Training 6 [dice:1eje6fhb]61459:1[/dice:1eje6fhb]
  • 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.
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies
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Q’omo
Posts: 16
Joined: Thu Jan 02, 2020 12:56 pm

Re: Q’omo the quick flex Momo

Post by Q’omo »

Race
Quick Flex
  • Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
  • Alien Physiology: Quick Flex are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don't work for them. Compatible medical supplies/ services and cybernetics cost double the listed price.
  • D-Bee (Major): The initial Reactions to Quick Flex typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Quick: Begin play with the Quick Edge.
  • Restricted Path: Quick-Flex cannot take an Arcane Background or Iconic Framework using PPE.
  • Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls, but not Smarts linked skill checks.
  • Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any other Hindrances chosen by the player.
Framework Momo
  • Bionically Augmented: Momano gain +3 Strength, +1 Agility and +1 Vigor die types—no Trait maximums for these Attributes; bonuses come from the following TW cybernetics: Bionic Strength Augmentation (3), Cyber-Wired Reflexes (1), and Synthetic Organ Replacement (1).
  • Cybernetic Techno-Warriors: Momano begin with the following additional cybernetic systems: Armor Plating (1 level), Core Electronics Package, Expanded Detection and Security Array, Nano-Repair System, Optics Package, Targeting Eye.
  • Demon Slayers: Momano begin with Occult d8 linked with the Scholar Edge, plus the Monster Slayer Edge.
  • Harmony of the Body: Momano start play with Athletics d6, Fighting d6, and the Chi Edge.
  • Harmony of the Mind: Momano start play with Academics d6, Performance d6, and the Brave Edge.
  • Monster Hunters: Momano begin with Survival d6 and gain a free reroll on all Notice and Survival (tracking) checks made for supernatural targets.
  • Powerful Psionics: Momano have Psionics d6, Arcane Background (Psionics), 10 ISP, arcane protection*, detect/conceal arcana*, and protection*— see the standard Psionic list for notes and further power choices. Momano may gain access to Mega Power Modifiers by taking the Major Psionic then Master Psionic Edges. Once the Master Psionic Edge is taken they may choose their powers from the Mind Melter's list (Rank permitting).
  • Recognized Defenders: All Momano Headhunters enjoy +1 Persuasion and Connections (Momano Sect and Allies) when dealing with those who value the faction's exploits.
  • TW Bionic Attunement: The peculiar cybernetics of the Momano are customized for each slayer and their psychic aura. When combined with the order's training and meditations for cyber-psychic attunement, the normal Strain penalty to Psionics rolls for their starting cybernetics is reduced to −1 total, but any further augmentation could throw off this energetic harmony, see below.
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies
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Q’omo
Posts: 16
Joined: Thu Jan 02, 2020 12:56 pm

Re: Q’omo the quick flex Momo

Post by Q’omo »

Player Name: Jon
Google Handle: jonneeper@gmail.com
Q’omo
Rank: Novice1 Experience: Advances Left:
Race: Quick Flex
Iconic Framework: MOMANO HEADHUNTER
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 0; Parry: 8(+1 from race) ; Toughness: 20(11) (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Athletics d10(2)
  • Notice d6(1)+2 Notice (ignore illumination penalties), +2 sight, free reroll on all Notice checks made for supernatural targets
  • Persuasion d8(2)+1 if they respect Momo's
  • Stealth d6(1)
  • Common Kn d4+2 with core electronic package
  • Fighting d10(2)
  • Shooting d8(3)+2 after full round
  • Psionic d10(2)
  • Survival d8(1) free reroll on Survival (tracking) checks made for supernatural targets
  • Occult d10(1) +2
  • Academics d6
  • Perform d6


Hindrances
  • Hindrance (Loyal): Q’omo like the rest of the supey hunters is fiercely loyal.
  • Hindrance (Race): Overconfidant
  • Hindrance (Major):Mute! Nothing said.
  • Hindrance (Minor): Phobia, Citrus... Orange, lemon, lime, or a fucking grapefruit... Q’omo has an irrational fear of them. He feels like getting any of the juice on him or in him will kill him.
  • Cybernetic Oddball: Non-TW cybernetics cause catastrophic interference, rendering a Momano's Psionics skill unusable until removed by their sect's armorers—though life-saving cybernetic systems are still a temporary stop-gap option.
  • Enemies: Momano are despised by demons and monsters, who will target them first for destruction (often through ambush or guile). The CS and supremacists hate them, too.
  • Limited Expansion: The Momano's base cybernetics use up all personal Strain, ever. Cybernetics may only be expanded by taking the Beyond the Limit Edge, followed by the Upgrade Edge (representing the sect's custom work). Resulting Strain penalties are halved (rounding up). The Cyber-Psychic Alignment Edges may offset Strain penalties (including both the base −1 from TW Bionic Attunement and further penalties).
  • Outsider: Their weird bionics, detached outlook, and preoccupation with history and the arts rub many the wrong way incurring a −2 penalty to Persuasion rolls with those unfamiliar with Momano heroism.
  • Restricted Path: Momano may take no further Arcane Backgrounds.
  • Some Piece of Work: Momano's bodies can be Healed as normal when they are hurt, but damage to their TW bionics (usually from Called Shots, Critical Failures resulting in Technical Difficulties, or permanent Injuries to either Arm) must be repaired using the lower of Healing or Techno-Wizardry (magical healing, nano-repair systems, etc. have no effect)—only with no "Golden Hour".


Edges
  • Edge(HJ): Adept (Boost Trait, Warriors Gift)
  • Edge(HJ): New Powers (Boost and Intangibility)
  • Edge(IF):Connections (momano and allies)
  • Edge(IF): Chi
  • Edge(IF): Monster Slayer
  • Edge(IF): Brave
  • Edge(IF): strong willed
  • Edge(IF): scholar (occult)
  • Edge(IF): AB Psionics (Detect/Conceal, Arcane Protection, Protection)
  • Edge(Hindrance): Major Psionic
  • Edge(Hindrance): Master Psionics
  • Edge(Race): Ambidextrous
  • Edge(Race): Quick
  • Edge: New Powers (Dispel, Warriors Gift)
  • Edge: More PPTS
  • Edge: First Strike
  • Edge: Reliable
  • Edge: Elan
  • Edge: Cyber Psychic Alignment
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies
User avatar
Q’omo
Posts: 16
Joined: Thu Jan 02, 2020 12:56 pm

Re: Q’omo the quick flex Momo

Post by Q’omo »

TW Cybernetics:
  • Armor Plating (1 level):
    • +2 natural Armor, stacks with Worn Armor.
    Core Electronics Package:
    • A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
    Expanded Detection and Security Array,
    • 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.
    • Nano-Repair System:Heal one Wound per day, +4 to resist BleedingOut. 50% chance to reject poison or disease in the system.
    Optics Package:
    • Ignore Illumination Penalties, grants +2 to all sight-based Notice checks and versus blinding flashes and effects.
    Targeting Eye:
    • Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package
Gear:
Gymnastic Cloak of Secrecy
The Stormspire technowizard Damion Forgebright one day after seeing an old time movie about a heroic surgeon had a thought to take an armored cloak blend it with some of the aspects of the infamous Shadow Cloak and then dial it up to 11 for a monster hunter. Thusly he created a one of a kind cloak capable of aiding its wearer in all sorts of athletic feats, as well as allowing the user to become undetectable to anything short of a powerful wizard’s sight. For 2 ppts per hour the user gains the free runner edge, +2 to Most Athletic tasks with the exception of throwing, and can more easily hide in the shadows (+1 stealth). For 9 PPE the user can activate invisibility (self only) with the true invisibility modifier.
Base Item: Armored Cloak, +2 Armor, +1 Toughness, and have Min Str d4. (6k)
Major Mod: Invisibility (Self Only)-40k
Major Mod: True Invisibility Mod -20k
Major Mod: Free Runner-25k
Minor Mod: +1 Athletics (except throwing)-5k
Minor Mod: +1 Athletics (except throwing)-5k
Minor Mod: +1 Toughness
Total Cost 106k


Weapons:
  • Battle Fury Blade (Magic Item, MD, and silver): Str+2d6+4, AP12, d8 str min, 7 lbs
    • +6 PP for +2 Fighting, Frenzy (Imp), +6 Toughness for 5 rounds.
  • TW storm rifle 30/60/120, 4d6+2, AP4, 6 shots, +1 shooting and can use the havock power as analternate attack uses 1 shot.
Armor:
  • Gladiator Medium EBA, 7Armor, +2 toughness EBA, d6 str min


Credits:
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies
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Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Q’omo the quick flex Momo

Post by Pender Lumkiss »

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Q’omo
Posts: 16
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Re: Q’omo the quick flex Momo

Post by Q’omo »

  • Initial Advances (Hindrances): Major Psionics
  • Initial Advances (Hindrances): Master Psionics
  • Hero’s Journey: Adept
  • Hero’s Journey: new powers edge (Boost, Intangibility)
  • Novice 1 Advance: Rich Edge (Battle fury blade)
  • Novice 2 Advance: +1 vigor die
  • Novice 3 Advance: First Strike
  • Seasoned 4 Advance: New Powers: (Dispel, and Warriors Gift)
  • Seasoned 5 Advance: +1 Spirit
  • Seasoned 6 Advance:More PPTS
  • Seasoned 7 Advance:Reliable
  • Veteran 8 Advance: Elan
  • Veteran 9 Advance:Cyber Psychic Alignment
  • Veteran 10 Advance:+1 Vigor Die
  • Veteran 11 Advance:+1 Persuasion, +1 Shooting
  • Heroic 12 Advance:More Ppts
  • Heroic 13 Advance:+1 Vigor Die
  • Heroic 14 Advance:Iron Will
  • Heroic 15 Advance:
  • Legendary 16 Advance:
  • Legendary 17 Advance:
  • Legendary 18 Advance:
  • Legendary 19 Advance:
  • Legendary 20 Advance:
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
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Re: Q’omo the quick flex Momo

Post by Ndreare »

Looks legit to me.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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