William Ash

GM: Venatus Vinco
The Tomorrow Legion commissions a new group of heroes to track down the ultra powerful magic weapons used in the Tolkeen War before they fall into the wrong hands...although some may already be in those hands.
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Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

William Ash

Post by Ames Jean-louis »

1d20: [16] = 16 1d20: [13] = 13 Experience and Wisdom: North American Scholar and Professional Edge (Adept)

1d20: [9] = 9 Can we choose? if so, Ranged Weapons: Favored Weapon

4d6: [1, 5, 5, 5] = 16 2d4: [4, 2] = 6
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: William Ash

Post by Ames Jean-louis »

William Ash

Novice Male Human, Momano Headhunter, and Slayer of Evil

Iconic Framework: Momano Headhunter
Background
William claims to have come through a Rift and that he has been fighting supernatural evil across many time periods. This is questionable, as he is a bit full of himself and has a habit of cracking jokes that don't make a lot of sense.
He does, however, seem to know a lot about North America (even if it is mostly pre-Rifts nonsense) and there is no question that he is adept at combating the supernatural. This lends some credence to his claims, but few care to mention it in his presence.

Description
William is a relatively tall man with grey streaked dark hair. He has a well defined chin and jawline. It is obvious he is bionically augmented with both arms being replaced and one eye having a obvious artificial glow. His right arm sports a retractable chainsaw like blade and what appears to be a double-barreled shotgun along his forearm. Along with his gladiator EBA, he sports a blue armored cloak


Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Academics d6, Athletics d6, Common Knowledge d4+2, Driving d4, Electronics d4+2, Fighting d8, Language (American) d8, Language (Demongogian) d6, Language (Dragonese/ Elven) d6, Language (Euro) d6, Language (Spanish) d6, Notice d6+2, Occult d8+2, Performance d6, Persuasion d4, Psionics d10-1, Repair d4+2, Science d4, Shooting d8+2, Stealth d6, Survival d6+2, Taunt d6
Pace: 6; Parry: 7; Toughness: 21 (11)
Strain: 5/6
Hindrances: Big Mouth, Overconfident, Quirk (Can't resist a witty one liner)
Edges: Adept (), Brave, Chi, Connections (Momano), Danger Sense, Iron Jaw, Linguist, Major Psionic, Master Psionic, Monster Slayer, New Powers (Warrior's Gift, Smite), Scholar, Trademark Weapon (Hellfire Shotgun +2 to Trait Roll when Benny Spent)
Armor: Armored Cloak (Armor 2), Gladiator Medium Combat Armor (Armor 7)
Weapons: Unarmed (Range Melee, Damage Str), Magical Blades & Spikes (Range Melee, Damage Str+2d4, AP 8), Hydraulic Stake Driver (Range Melee, Damage Str+d12, AP 12), Hellfire Shotgun (Range 12/24/48, Damage 1-3d10 SBT It Burns, 1-3d6, or 2d12 AP 4 MD; ROF 1), Silver Stakes (Range Melee, Damage Str+d4), Survival Knife (Range Melee, Damage Str+d4), Windblaster Rifle (Range 12/24/48 or 24/48/96, Damage havoc or 2d10-1 AP 4 MD, ROF 1), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Grapnel & Launcher, NG-S2 Survival Pack, 30x Ramjet Rounds, 44-40, 24x Ramjet shotgun slugs, 24x Shotgun shells, Wooden Cross
Talisman of Marduk (Patron Item) (SWADE)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
• Gain +1 to Toughness and the Iron Jaw edge. If the hero has this edge, instead increase it's bonus by 1.
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
• The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.
Voice of Kings: The wearer is able to speak any language even if only for a brief while.
• The character gets the use of the Linguist edge.
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
• The wearer gains the Object Read power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.

Languages: Spanish (d6), Euro (d6), Dragonese/ Elven (d6), Demongogian (d6), American (native, d8)
Current Wealth: 1223.60 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 20
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Intuitive Combat (Warrior's Gift; Savage Worlds: Adventure Edition p169-170; Mental Focus Trappings; Limitations: Self (limited)), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168; Holy Trappings; Limitations: Self (limited); Skill Bonus: +1)
Special Abilities
  • Psionics: Power Points: 20; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Intuitive Combat (Warrior's Gift; Savage Worlds: Adventure Edition p169-170; Mental Focus Trappings; Limitations: Self (limited)), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168; Holy Trappings; Limitations: Self (limited); Skill Bonus: +1)
  • Armor Plating (1 strain, Custom): +2 natural Armor, stacks with Worn Armor. At +6 the Armor is MDC and stacks with any other MDC Body or Power Armor, but not non-MDC Armor
  • 3x Bionic Strength Augmentation (3 strain, Custom): Raise Strength one die step
  • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
  • Expanded Detection and Security Array (2 strain, Custom): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.
  • Nano-Repair System (2 strain, Custom): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system.
  • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Synthetic Organ Replacement (1 strain, Custom): Raise Vigor one die step.
  • Targeting Eye (1 strain, Custom): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.
  • Hydraulic Stake Driver (1 strain, Custom): Use either Touch Attack OR at no Called Shot penalty on Grappled opponents. Magically reload wooden stakes for 1 ISP.
  • Magical Blades & Spikes (1 strain, Custom): Considered Claws (see Natural Weapons)
  • Built-In Hellfire Shotgun (0 strain, Custom): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 100 lb, increase weapon cost by 50%.
  • Languages Known: Spanish (d6), Euro (d6), Dragonese/ Elven (d6), Demongogian (d6), American (native, d8)
  • Bionically Augmented: Momano gain +3 Strength, +1 Agility and +1 Vigor die types—no Trait maximums for these Attributes.
  • 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: Connections (Momano Sect and Allies) and +1 Persuasion when dealing with those who value the faction's exploits.
  • TW Bionic Attunement: The peculiar cybernetics of the Momano are customized. 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.
  • 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. 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.
  • Outsider: Incur 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, but damage to their TW bionics 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".
  • North American Scholar (Hero's Journey): North American Scholar:Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.

Cyberware
  • Armor Plating (1 strain, Custom): +2 natural Armor, stacks with Worn Armor. At +6 the Armor is MDC and stacks with any other MDC Body or Power Armor, but not non-MDC Armor
  • 3x Bionic Strength Augmentation (3 strain, Custom): Raise Strength one die step
  • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
  • Expanded Detection and Security Array (2 strain, Custom): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.
  • Nano-Repair System (2 strain, Custom): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system.
  • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Synthetic Organ Replacement (1 strain, Custom): Raise Vigor one die step.
  • Targeting Eye (1 strain, Custom): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.
  • Hydraulic Stake Driver (1 strain, Custom): Use either Touch Attack OR at no Called Shot penalty on Grappled opponents. Magically reload wooden stakes for 1 ISP.
  • Magical Blades & Spikes (1 strain, Custom): Considered Claws (see Natural Weapons)
  • Built-In Hellfire Shotgun (0 strain, Custom): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 100 lb, increase weapon cost by 50%.

Advances
Novice Advances
  • Raise Attribute: Vigor
Current Load: 67.58 (81)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthExtra Perk Points: 2Validity: Character appears valid and optimal

Created with Savaged.us
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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