Mad Moe, Vronwar Momo Hunter

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Pender Lumkiss
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Mad Moe, Vronwar Momo Hunter

Post by Pender Lumkiss »

Two HJ rolls. 2d20: [6, 1] = 7
Training 6: professional edge of choice. Woodsman
Body armor 1: Choice of body armor Arzno TWA-1600 Exterminator EBA (TW):
Standard issue for the AMC heavy weapons division, this armor's TW enhancements allow the user to wield weapons normally the exclusive domain of Combat Cyborgs and power armor troops. Like all Arzno armor, it comes standard with silver-plated spikes for fighting vampires (+1d4 damage to unarmed attacks). The armor provides +8 Armor, +3 Toughness, and adds two steps to Strength for 1 Power Point per hour. The wearer may use her own Power Points to activate the following powers with the Range (Self) limitation: boost Trait (Strength) and deflection. All can be activated using the suit's Spellcasting of d8. Up to two additional powers may be installed for Rank ×10,000 credits apiece. The armor requires a minimum Strength of d8 (18 lb, Rarity −4, 185,000 credits).

Starting Gear:

Begin with standard Starting Gear substituting a suit of Gladiator EBA
One TW weapon: TW Starfire vehicular

Background: Moedarigan, commonly called Mad Moe is a hulking Vronwar. Mad because he thinks he is as human as the next guy, he is moderately suspicious of deebees like all humans should be. While great at in close fighting with his magic technowizard cybernetic claws he also carries a large vehicular starfire pulse cannon for those tasks that require a bit more explosive force. He joined up with the legion to try to make this world a better place and assist all the deebees in finding a way back to their homes.
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Re: Mad Moe, Vronwar Momo Hunter

Post by Pender Lumkiss »

Mad Moe

Novice Male Vronwor, Momano Headhunter

Iconic Framework: Momano Headhunter

Attributes: Agility d10, Smarts d8, Spirit d4, Strength d12+4, Vigor d8
Skills: Academics d8, Athletics d8, Common Knowledge d6+2, Driving d4, Fighting d12+2, Language (Native) d8, Notice d8+2, Occult d8+2, Performance d6, Persuasion d4-2, Psionics d8-1, Shooting d8, Stealth d4, Survival d8+2
Pace: 6; Parry: 9; Toughness: 23 (10); Size: Normal (3)
Strain: 6/6
Hindrances: Curious, Delusional (Thinks he is human), Loyal, Suspicious (minor)
Edges: Brave, Brawler, Chi, Connections (), Danger Sense, Expert(fighting), Martial Artist, Monster Slayer, Professional(fighting), Scholar, Woodsman
Armor: Arzno TWA-1600 Exterminator EBA (TW) (Armor 8), Plastic-Man Light EBA (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str+d6, +1 to Hit), Magical Blades & Spikes (Range Melee, Damage Str+2d8, AP 8, +1 to Hit), Hydraulic Stake Driver (Range Melee, Damage Str+d12+2, AP 12, +1 to Hit), Knuckledusters and Spikes (Range Melee, Damage Str+d4), Starfire Pulse Cannon (Range 50/100/200, Damage 3d10+6, ROF 1, AP 30, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 0 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 10
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Bolt (Savage Worlds: Adventure Edition p156), Burst (Savage Worlds: Adventure Edition p157), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168)
Special Abilities
  • Bizarre Physiology: Those unfamiliar with Vronwor biology suffer a −4 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost quadruple the listed price.
  • Curious: Begin with the Curious Hindrance.
  • D-Bee (Major): Initial Reactions to Vronwor 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.
  • Environmental Weakness (Radiation): Suffer a −4 penalty to resist the hazard and +4 damage from radiation-based attacks.
  • Four Arms: Vronwor ignore 2 points of Multi-Action penalties each turn.
  • Giant Strength: Vronwor begin with d8 Strength and possess an unlimited Strength maximum.
  • Natural Psionics: Innate aptitude for Psionics. Vronwor begin with d4 Psionics, the Arcane Background (Psionics) Edge, 10 ISP, and may choose powers from the standard list. If a Vronwor chooses an Iconic Framework providing Arcane Background (Psionics), he gains two additional powers to his starting total (e.g., a Vronwor Burster starts with five powers).
  • Non-Standard Build: Subtract 2 from Trait rolls when using equipment not designed for them (including weapons and vehicles) and they cannot wear commonly available armor or clothing, which must be custom-designed and fitted—tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Any Starting Gear is assumed to be custom built for the character.
  • Paranthropophagous: −2 to Persuasion rolls among those unfamiliar with the hero's restraint and good nature.
  • Size 3 (Normal): Vronwor stand 13 – 14 feet tall and weigh 1100 –1400 lbs. Their Size grants them +3 Toughness.
  • Psionics: Power Points: 10; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Bolt (Savage Worlds: Adventure Edition p156), Burst (Savage Worlds: Adventure Edition p157), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168)
  • Languages Known: Native (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".

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.
  • Energy Projector (1 strain, Custom): As an action and 1 ISP emits bolt, burst, and smite (applied to Magical Blades & Spikes and bolts/bursts) at the base level dealing Mega Damage. Choose the Trapping of Cold Iron, Electricity, Fire, Holy Sun Beam/Light, or Silver.
  • 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)

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Martial Artist
  • Edge: Brawler
Current Load: 55.25 (1001)
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 StrengthValidity: Character appears valid and optimal

Created with Savaged.us
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Re: Mad Moe, Vronwar Momo Hunter

Post by Pender Lumkiss »

It says it is invalid because it did not account for +2 psionic powers the Vronwar get if they take a frame work with prionics.
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Re: Mad Moe, Vronwar Momo Hunter

Post by Daniel »

I enjoyed playing my Momano Character. It’s a fun Character Class.

This combination is particularly cool! Four arms FTW!
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Re: Mad Moe, Vronwar Momo Hunter

Post by Pender Lumkiss »

Lars wrote: Sun Aug 15, 2021 12:34 pm I enjoyed playing my Momano Character. It’s a fun Character Class.

This combination is particularly cool! Four arms FTW!
Thanks. Looking forward to seeing how this plays out.
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Re: Mad Moe, Vronwar Momo Hunter

Post by Pender Lumkiss »

Ready for review, for the lost jungle game
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Re: Mad Moe, Vronwar Momo Hunter

Post by Pender Lumkiss »

Ok, accounted for the three total advances.
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Re: Mad Moe, Vronwar Momo Hunter

Post by Technospawn »

@Imperator needs to review the character before final approvals.
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Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
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Re: Mad Moe, Vronwar Momo Hunter

Post by Imperator »

@Pender Lumkiss
I think savage.us may be off on the toughness by one.

Vigor d8 so 6+ 2(size)+ 1(brawler)+ 2(2)(cyber)+ 11(8) armor= 22(10). Am I missing something?
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Re: Mad Moe, Vronwar Momo Hunter

Post by Pender Lumkiss »

Imperator wrote: Fri Oct 01, 2021 7:08 pm @Pender Lumkiss
I think savage.us may be off on the toughness by one.

Vigor d8 so 6+ 2(size)+ 1(brawler)+ 2(2)(cyber)+ 11(8) armor= 22(10). Am I missing something?
Size is 3, so +3.
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Re: Mad Moe, Vronwar Momo Hunter

Post by Pender Lumkiss »

@Imperator @Technospawn
Question he gets a body armor of choice thanks to his HJ roll.

Body armor 1: Choice of body armor Arzno TWA-1600 Exterminator EBA (TW):
Standard issue for the AMC heavy weapons division, this armor's TW enhancements allow the user to wield weapons normally the exclusive domain of Combat Cyborgs and power armor troops. Like all Arzno armor, it comes standard with silver-plated spikes for fighting vampires (+1d4 damage to unarmed attacks). The armor provides +8 Armor, +3 Toughness, and adds two steps to Strength for 1 Power Point per hour. The wearer may use her own Power Points to activate the following powers with the Range (Self) limitation: boost Trait (Strength) and deflection. All can be activated using the suit's Spellcasting of d8. Up to two additional powers may be installed for Rank ×10,000 credits apiece. The armor requires a minimum Strength of d8 (18 lb, Rarity −4, 185,000 credits).

My question is, can I add the additional powers at character creation, if so what is the rank limit ?
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Re: Mad Moe, Vronwar Momo Hunter

Post by Imperator »

Pender Lumkiss wrote: Sat Oct 02, 2021 9:26 pm
Imperator wrote: Fri Oct 01, 2021 7:08 pm @Pender Lumkiss
I think savage.us may be off on the toughness by one.

Vigor d8 so 6+ 2(size)+ 1(brawler)+ 2(2)(cyber)+ 11(8) armor= 22(10). Am I missing something?
Size is 3, so +3.
For some reason humans were size 1 in my head.
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Re: Mad Moe, Vronwar Momo Hunter

Post by Imperator »

Pender Lumkiss wrote: Sat Oct 02, 2021 9:29 pm @Imperator @Technospawn


My question is, can I add the additional powers at character creation, if so what is the rank limit ?
None but any powers with a rank based effect would be based off the users rank.
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