Momano Headhunter

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 Headhunter

Post by Venatus Vinco »

MARS Cybernetic Technowarrior

FG
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HJ
Training [dice:1u21b1h0]51334:3[/dice:1u21b1h0]
Training [dice:1u21b1h0]51334:4[/dice:1u21b1h0]
Underworld & Black Ops [dice:1u21b1h0]51334:5[/dice:1u21b1h0]

MARS Package
  • Begin with the Upgradable Edge.
  • Select cybernetic systems up to 6 total Strain.
  • Choose the starting gear allotment for the Combat Cyborg, Crazy, or Juicer.
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Re: Momano Headhunter

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Jim Savage

Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: MARS Cybernetic Techno-Warrior
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d10
Charisma: +2; Pace: 6; Parry: 7; Toughness: 9; Strain: 6

Skills:
  • Streetwise d8
  • Survival d6
  • Tracking d6
  • See Aura d12
  • Fighting d10
  • Shooting d10
  • K/Arcana d6
  • Driving d6
  • K/Electronics d6
  • Repair d4
Hindrances
  • Overconfident (Major): The hero believes he can do anything
  • Vow (Minor): Always fulfils a contract
  • Big Mouth (Minor): Unable to keep a secret, blabs at the worst time
Edges
  • Upgradeable: +6 Strain
  • Nerves of Steel: Ignore one level of wound penalties
  • Charismatic: +2 to Charisma
  • Elan: +2 Trait rolls when spending a bennie
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself
  • Brave: Adds +2 to Fear tests
TW Cybernetics
Built in Ranged Weapon: Lightning Rod
  • Range: 12/24/48
  • Damage: 2d8
  • ROF: 4
  • Shots: 16
  • Notes: Provides the armor power (+5 MDC, +10 on a raise) but only applies to damage from fire, electricity, plasma, lasers, and heat
  • Strain: 1
Built in Close Combat Weapon: Battle Fury Blade
  • Damage: Str+2d8, AP 4 (+1 PPE for Mega Damage)
  • Notes: Enchanted Silver, +4 PPE activates +2 fighting, Improved Frenzy, berserk, and +4 Armor for 3 rounds
  • Strain: 2
Cyberwired Reflexes
  • Notes: + 1 Agility
  • Strain: 1
Reinforced Frame
  • Notes: +2 Toughness
  • Strain: 1
Optics Package
  • Notes: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Also provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action
  • Strain: 1
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Re: Momano Headhunter

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Powers
Arcane Background: Superpowers
PPE/ISP: 20 - Recovery: 1/hour

See Aura [Detect Arcana] (2) [Novice]
  • Range: Sight
  • Duration: 3 (1/round)
  • Trapping: An aura surrounds all objects showing their supernatural nature
  • Effect: allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
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Re: Momano Headhunter

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Background

SFD Huntsman Lightweight Personal Armor
  • +5 Armor
  • +1 Toughness
  • Strength Minimum: d6
  • Environmental Protection: No
  • Weight: 16 lbs
Wilk’s 237 Backup Laser Pistol
Image
  • Range: 15/30/60
    Damage: 2d6+1, AP 4
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto
Wilk’s 447
Image
  • Range: 40/80/160
    Damage: 3d6, AP 2
    RoF: 1
    Shots: 20
    Weight: 5 lbs
    Notes: Semi-Auto
Vibro-Sword
Image
  • Damage: Str+d10, AP 4, MD
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
[list]2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations[/list]
2d6 × 100 credits.
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Re: Momano Headhunter

Post by Venatus Vinco »

Gear
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Re: Momano Headhunter

Post by Venatus Vinco »

Advances

Iconic Framework
  • Begin with the Upgradable Edge.
  • Select cybernetic systems up to 6 total Strain.
  • Choose the starting gear allotment for the Combat Cyborg, Crazy, or Juicer.
Hero’s Journey
  • Training 8: Woodsman Edge one die type increase in Survival and Tracking.
  • Training 2: +5 skill points Fighting, Shooting, Throwing
  • Underworld: Streetwise d8, Forgery (Common Knowledge +2)
MARS Fortune & Glory
  • 8 - one die type to Vigor and begins with the Nerves of Steel Edge
  • 10 - Begins with the Charismatic and I Know a Guy Edges
  • 1 - Choose any single weapon from the Close Combat or Ranged Weapons—Personal section (BFB)
Advances
  • Initial Advances: (From Hindrances): +1 Spirit, Giant Killer
  • Free Edge (Human): AB Superpowers
  • Cybernetic Modifications: Built in Weapons (2), Cyberwired Reflexes (1), Reinforced Frame (1), Optics Package (1)
  • Novice 1 Advance: Elan
  • Novice 2 Advance: +1 Agility
  • Novice 3 Advance: +1 Fighting, +1 Shooting
  • Seasoned 1 Advance: Edge
  • Seasoned 2 Advance: +1 Vigor
  • 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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