Duncterr Mayall, Human Momano Headhunter

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Duncterr Mayall, Human Momano Headhunter

Post by Koshnek » Sat Sep 14, 2019 7:18 pm

Hero's Journey
  • Training 1d20: 10
  • Training 1d20: 15
Starting Gear
  • Universal Credits: 4d6: 1, 5, 1, 4x100=1100
    Gear and Valuables: 2d4: 1, 2x500=1500

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Re: Human Momano Headhunter

Post by Koshnek » Sun Sep 15, 2019 7:44 am

Character Sheet

Player Name: Derrick
Google Handle: DSmith8807

Duncterr Mayall
Rank: Novice Advances Gained: 1 Advances Unspent: 0
Race: Human
Iconic Framework: Momano Headhunter
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d8
Pace: 6(d6); Parry: 8; Toughness: 15(5); Strain: 0
Skills: (15/15)
  • +Academics d6
  • *+Athletics d8 (1)
    • +2 Climbing rough/soft surfaces
  • *Common Knowledge d4+2
  • Electronics d4
    • Untrained
  • +Fighting d12 (5)
    • +2 Unarmed
  • Hacking d4
    • Untrained
  • +Occult d8+2
  • +Performance d6
  • +Psionics d8 (2)
  • *Notice d8+2 (3)
    • +2 Sight-based
    • Free Reroll for Supernatural targets.
  • *Persuasion d4
  • +Repair d4+4
  • Research d4
    • Untrained
  • Shooting d8 (3)
    • +2 (Calibrated weapon)
  • *Stealth d6 (1)
  • +Survival d6
    • Free Reroll to Track Supernatural targets.
Hindrances
  • Heroic (Major): This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Overconfident (Major): There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
Edges
  • Arcane Background (Psionics)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Bruiser: Toughness +2, add d6 to damage from fists; or increase it two die types if combined with Martial Artist, Claws, or similar abilities.
  • Connections (Momano Sect and Allies): Contacts provide aid or other favors once per session.
  • Danger Sense: When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
  • Martial Warrior: Unarmed Fighting +2, fists and feet count as Natural Weapons, add d6 damage die to unarmed Fighting attacks (or increase two die steps if you already have it).
  • Monster Hunters: Momano gain a free reroll on all Notice and Survival (tracking) checks made for supernatural targets.
  • Monster Slayer: The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Mr. Fix It: +2 to Repair rolls, half the time required with a raise.
  • Scholar: +2 to the Occult skill.
  • Take ‘Em Down: When attacking MDC targets, add +5 AP to all attacks.

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Re: Human Momano Headhunter

Post by Koshnek » Sun Sep 15, 2019 7:46 am

Cybernetics
Armor Plating (1/3) - Strain: NA
  • +2 natural Armor, stacks with Worn Armor.
Bionic Strength Augmentation (3/U) - Strain: NA
  • Raise Strength thre die steps.
Core Electronics Package (1/1) - Strain: NA
  • A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls.
  • Radio (20-mi range); gyro-compass; clock-calendar.
Cyber-Wired Reflexes (1/U) - Strain: NA
  • Raise Agility one die step.
Expanded Detection and Security Array (1/1) - Strain: NA
  • 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.
Nano-Repair System (1/1) - Strain: NA
  • Heal one Wound per day.
  • +4 to resist Bleeding Out.
  • 50% chance to reject poison or disease in the system.
Optics Package (1/1) - Strain: NA
  • Ignore Illumination Penalties.
  • +2 to all sight-based Notice checks and versus blinding flashes and effects.
Synthetic Organ Replacement (1/U) - Strain: NA
  • Raise Vigor one die step.
Targeting Eye (1/1) - Strain: NA
  • Grants +2 to all Shooting rolls for weapons the character spends a full round calibrating.

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Re: Human Momano Headhunter

Post by Koshnek » Sun Sep 15, 2019 7:47 am

Powers
Arcane Background: Psionics
ISP: 10/10 - Recovery: 5/hour

Trapped Power Name [Arcane Protection] (1 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Chosen trapping.
  • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
    Arcane protection stacks with Arcane Resistance should the recipient have both!
  • Limitations: Self (-1)
Trapped Power Name [Detect/Conceal Arcana] (2 ISP) [Novice]
  • Range: Self
  • Duration: 5 (detect); one hour (conceal)
  • Trapping: Chosen trapping.
  • Effect: 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.
  • Limitations: Self (-1)
  • Modifiers:
    • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
Trapped Power Name [Protection] (1 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Chosen trapping.
  • Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.
    Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
    Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
  • Limitations: Self (-1)
  • Modifiers:
    • MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
    • TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).

Techno-Wizard Bionic Energy Projector
Energy Projector Powers are activated with no power modifiers as an Action. Roll Spirit (no penalty for Strain) to activate the power. Each power may be activated with one of the following trappings: Cold Iron, Electricity, Fire, Holy Sun Beam/Light or Silver trappings.

Trapped Power Name [Bolt] (1 ISP) [Novice]
  • Range: 12” (Smarts)
  • Duration: Instant
  • Trapping: Projectile fired from Bionic hand.
  • Effect: Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
    There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
    The damage of the bolt is 2d6, or 3d6 with a raise.
Trapped Power Name [Burst] (1 ISP) [Novice]
  • Range: Cone Template
  • Duration: Instant
  • Trapping: Fan of destructive energy from Bionic hands.
  • Effect: Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.
    Success creates a Cone Template starting at the caster and extending outward (see Area Effect Attacks, page 97). Everything within suffers 2d6 damage (or 3d6 with a raise).
Trapped Power Name [Smite] (1 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Blades and Spikes are infused with deadly energy.
  • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage becomes Mega Damage and is increased by +2, or +4 with a raise.
  • Limitations: Only affects Magical Blades and Spikes Bionics.

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Re: Human Momano Headhunter

Post by Koshnek » Sun Sep 15, 2019 7:48 am

Background

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Re: Human Momano Headhunter

Post by Koshnek » Sun Sep 15, 2019 7:48 am

Gear
Magical Blades and Spikes
  • Str+d12, AP 2 (AP 7 vs MDC)
  • Notes: Natural Weapons
Hydraulic Stake Driver
  • Str+d10 Mega Damage, AP 2 (AP 7 vs MDC)
    • May be used with a Touch or Attack or at no Called Shot Penalty (only when used against Grappled opponents).
  • Shots: 6
    • Wooden stakes are magically reloaded (1 ISP); metal stakes can be hand loaded (Often Silver/Cold Iron)

Wilk’s 320 “Classic” Laser Pistol
  • 2d6+1 Damage, AP 3
  • 15/30/60
  • RoF: 1
  • Shots 20
  • Min Str: d4
  • Notes: +2 Shooting
  • Weight: 2
  • Cost: 11000
Short E-Clips
  • Wilk’s 320 20/20
  • Wilk’s 320 20/20
  • Cost: 5000 each (1500 to Recharge)
Force Canon
  • 2d12+6 Mega Damage, AP 12 (17 vs MDC)
  • 50/100/200
  • RoF: 3
  • Shots: 6 (Recharge Action: 2 ISP)
  • Min Str: d12
  • Weight: 42
  • Cost: 300000
Energy Projector
  • Bolt or Burst powers (No modifiers)
  • Smite power (No modifiers; Applied to Magical Blades and Spikes only; Mega Damage)
  • Trappings: Cold Iron, Electricity, Fire, Holy Sun Beam/Light, or Silver.
  • Cost: 1 ISP (All)
  • Notes: As an action, activate one power using Spirit.

NG RA15 Cannonball Ride Armor
  • +3 Armor, +2 Toughness
  • Min Str: d6
  • Notes: Counts as a Safety Harness (passengers take half damage from vehicular collisions).
  • Weight: 13
  • Cost: 22500

NG-S2 Survival Pack
  • 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) provides +1 to Healing.
  • 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.
  • Weight: 20
  • Cost: 3000

Credits:
Universal Credits: 1100
Gear and Valuables: 1500

Contacts

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Re: Human Momano Headhunter

Post by Koshnek » Sun Sep 15, 2019 7:50 am

Advances
Please list all Edges and Advances taken for your character here

Momano Headhunter
  • Bionically Augmented: Momano begin with Strength d10, Agility d6, and Vigor d6—none of which have a Trait maximum. These 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 Brawler 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 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.
  • 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 CyberPsychic 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".
Hero’s Journey
  • Training (10): Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.
  • Training (15): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first). Bruiser
Advances
  • Initial Advances: (From Hindrances): Take ‘Em Down
  • Initial Advances: (From Hindrances): Martial Warrior
  • Free Edge (Human): Martial Artist
  • Cybernetic Modifications: Arm Plat (1), BioStr Aug (3), CE Package, C-W Ref (1), Exp D&S Array, Nano-Repair Sys, Optics Pack, Synth Org Rep (1), Target Eye
  • Novice 1 Advance: Two-Fisted
  • Novice 2 Advance: Ambidextrous
  • Novice 3 Advance: Spirit d8
  • Seasoned 1 Advance: Frenzy
  • Seasoned 2 Advance: Major Psionic
  • Seasoned 3 Advance: Dirty Fighter
  • Seasoned 4 Advance: Strength d12+1
  • Veteran 1 Advance: Improved Frenzy
  • Veteran 2 Advance: Giant Killer
  • Veteran 3 Advance: Tricky Fighter
  • Veteran 4 Advance: Strength d12+2
  • Heroic 1 Advance: Improved Take ‘Em Down
  • Heroic 2 Advance: Chi
  • Heroic 3 Advance: Champion
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

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