Momano Hunter

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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Venatus Vinco
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Momano Hunter

Post by Venatus Vinco » Tue Sep 17, 2019 4:51 pm

HJ
Experience 1d20: 18
Experience 1d20: 13
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Re: Momano Hunter

Post by Venatus Vinco » Tue Sep 17, 2019 5:55 pm

Booker Booth
Rank: Novice Advances Left: 0
Race: Human
Iconic Framework: Momano Hunter
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8
Pace: 6; Parry: 6; Toughness: 7 (2); Strain: 0
Skills:
  • Athletics d8
  • Common Knowledge d4+2
  • Notice d8+2
  • Persuasion d6
  • Stealth d6
  • Occult d10
  • Fighting d8
  • Shooting d8
  • Academics d6
  • Performance d6
  • Survival d8
  • Psionics d10-1
Hindrances
  • Driven (Major): This planet ain’t big enough for the Supes and us, so they got to go
  • Heroic (Major): Protecting the innocent and saving the princess, it’s what I do.
  • Cybernetic Oddball: Non-TW cybernetics cause catastrophic interference, rendering a Momano's Psionics skill unusable until removed by their sect's armorers
  • Enemies: Momano are despised by demons and monsters, who will target them first for destruction. The CS and supremacists hate them, too.
  • Limited Expansion: The Momano's base cybernetics use up all personal Strain, ever.
  • Outsider: –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 any damage to their TW bionics must be repaired using the lower of Healing or Techno-Wizardry
Edges
  • Arcane Background (Psionics): 10 ISP, 3 powers.
  • Major Psionics (HJ): Double base ISP. Before attempting a Psionics skill roll may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Master Psioncs (HJ): Mind Melter list, mega modifiers
  • Scholar (IF): Occult
  • Monster Slayer (IF): Roll Occult to identify a foe. If successful 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.
  • Brawler (IF): Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
  • Brave (IF): +2 Fear checks, -2 to rolls on Fear Table
  • Monster Hunter (IF): Free reroll on all Notice and Survival (tracking) checks made for supernatural targets
  • Recognized Defenders (IF): +1 Persuasion when dealing with those who value the faction's exploits
  • Connections (IF): Momano Sect and Allies
  • TW Bionic Attunement (IF): Strain penalty to Psionics rolls for their starting cybernetics is reduced to –1 total
  • Danger Sense (Cybernetics): Notice roll at +2 to sense ambushes or similar events.
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Re: Momano Hunter

Post by Venatus Vinco » Tue Sep 17, 2019 5:55 pm

Cybernetics
TW Weapons
  • Magical Blades and Spikes: Str+d8 AP 2—considered Claws, see Natural Weapons in Savage Worlds.
  • Hydraulic Stake Driver: Str+d10 Mega Damage, AP2, Shots 6. May be used with either a Touch Attack or at no Called Shot penalty (only when used against Grappled opponents). Wooden stakes can be magically reloaded (costs 1 ISP), but metal stakes are commonly hand-loaded (often silvered or cold iron tipped).
  • Energy Projector: A versatile weapon system with the embedded powers of bolt, burst, and smite (applied to her Magical Blades and Spikes only, deals Mega Damage for the Duration). As an action she may activate the base (no modifiers possible) version of one power using her Spirit—costs 1 ISP and choose one of the Trappings each activation: Cold Iron, Electricity, Fire, Holy Sun Beam/Light, or Silver.
TW Bionics
Bionic Strength Augmentation (3), Cyber-Wired Reflexes (1), and Synthetic Organ Replacement (1)

Cybernetics
Armor Plating (1 level), Core Electronics Package, Expanded Detection and Security Array, Nano-Repair System, Optics Package, Targeting Eye.
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Re: Momano Hunter

Post by Venatus Vinco » Tue Sep 17, 2019 5:56 pm

Powers
  • Arcane Background: Psionics
  • PPE/ISP: 20
  • Powers: arcane protection*, detect/conceal arcana*, protection, speed/sloth, warrior’s gift
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Re: Momano Hunter

Post by Venatus Vinco » Tue Sep 17, 2019 5:57 pm

Background
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Re: Momano Hunter

Post by Venatus Vinco » Tue Sep 17, 2019 5:57 pm

Gear
  • 4d6 × 100 Universal Credits, and 2d4×500 credits worth of gear or valuables
  • NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
  • Body Armor: Huntsman Medium Personal Armor or Plastic Man Light EBA
  • Sidearm: Wilk’s 320 “Classic” Laser Pistol
  • Ammo: two E-clips or magazines for each weapon
NG RA15 Cannonball Ride Armor: +3 Armor, +2 Toughness, Counts as a Safety Harness, see Vehicles in Savage Worlds.

Plus one TW of choice

Crossbow
  • Range: 15/30/60
  • Damage: 2d6, AP 2
  • ROF: 1
  • Min Str: d6
  • Weight: 7
  • Cost: 300
  • Bolts: Wooden (6), Silver Tipped (6), Iron Tipped (6), Polymer: Str+d8, AP 3 (6), Flare, Illumination (2)
Sig Item: Re-trapped this cross bow as a Spirit Bow.
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Re: Momano Hunter

Post by Venatus Vinco » Tue Sep 17, 2019 5:59 pm

Advances

Hero’s Journey
  • Experience 2-for-1: Any professional edge (Major Psionics)
Advances
  • Initial Advances: (From Hindrances): +1 Vigor, New Powers
  • Free Edge (Human): Master Psionics
  • Cybernetic Modifications: See above
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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