Naita Akaoni - Ogre Momano Headhunter

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Naita Akaoni
Posts: 8
Joined: Thu Sep 30, 2021 12:14 pm

Naita Akaoni - Ogre Momano Headhunter

Post by Naita Akaoni »

Naita Akaoni

Rank: 3 - Novice
Advances Left: 3
Race: OGRE
Iconic Framework: MOMANO HEADHUNTER
Attributes:
  • Agility d?
  • Smarts d?
  • Spirit d?
  • Strength d?
  • Vigor d?
Pace: ?; Parry: ?; Toughness: ? (?); Strain:

Skills:
  • Skill name d?
  • Skill name d?
Hindrances
  • Example (Major): Flavor text about it
  • Example (Minor): Text about it
Racial Abilities
  • Bad Reputation (Minor) (-1): It's widely known that some Ogres—but not all—enjoy the taste of humanoid flesh. The initial Reactions of strangers are one level worse than usual
  • D-Bee (Minor) (-1): The initial Reaction to Ogres typically start a t Unfriendly, or Hostile for human supremacists. Those with an Unfriendly
    or lower Reaction will refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence.
  • Low Light Vision (1): Ignore penalties for Dim or Dark illumination.
  • Near-Human Physiology (-1): Those unfamiliar with Ogre physiology suffer only a −1 penalty to Healing.
  • Powerful (4): Ogres start with Strength d6 and Vigor d6, raise Trait maximums accordingly.
  • Size 1 (Normal) (1): Ogres stand 7’–9’ tall and weigh 250 – 400 lb. Their Size grants them +1 Toughness.
  • Surly (-1): Ogres are either Mean, Stubborn, or Vengeful (Minor) for no extra bonus.
Edges and Iconic Abilities
  • Magical Blades & Spikes: Str+2d4 AP 8, considered Claws, see Natural Weapons in Savage Worlds.
  • Hydraulic Stake Driver: : Str+d12 Mega Damage, AP 12, 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 & Spikes and emitted bolts and bursts 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 following Trapping each activation: Cold Iron, Electricity, Fire, Holy Sun Beam/Light, or Silver.
  • Bionically Augmented: Momano gain +3 Strength, +1 Agility and +1 Vigor die types—no Trait maximums for these Attributes; 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 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: 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 Cyber-
    Psychic 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".
Naita Akaoni
Posts: 8
Joined: Thu Sep 30, 2021 12:14 pm

Naita Akaoni - Ogre Momano Headhunter - Powers

Post by Naita Akaoni »

Powers
If applicable

Arcane Background: Psionics or Magic etc
PPE/ISP: 40 - Recovery: 5/hour
  • Alter Aura (conceal arcana) [innate, self only]
  • See Aura (detect arcana) [innate, self only]
  • Intuitive Combat (warrior’s gift) [innate, self only]
Set up the “spells” as you like for your convenience.
Naita Akaoni
Posts: 8
Joined: Thu Sep 30, 2021 12:14 pm

Naita Akaoni - Ogre Momano Headhunter - GEAR

Post by Naita Akaoni »

Gear

List gear. Weapons. Etc here.

Begin with standard Starting Gear
substituting a suit of Gladiator Medium
EBA, plus one TW weapon of choice.
Last edited by Naita Akaoni on Thu Sep 30, 2021 10:08 pm, edited 1 time in total.
Naita Akaoni
Posts: 8
Joined: Thu Sep 30, 2021 12:14 pm

Naita Akaoni - Ogre Momano Headhunter - ADVANCES

Post by Naita Akaoni »

Advances

Hero’s Journey
  • Example Psionics 9 - New Powers
  • Example 5 - info
Advances
  • Initial Advances: (Bonus from Hindrances):
  • Edge(s) granted by Racial Features:
  • Edges(s) from Hero’s Journey Rolls:
  • Novice 1 Advance (PbP):
  • 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:
Naita Akaoni
Posts: 8
Joined: Thu Sep 30, 2021 12:14 pm

Naita Akaoni - Ogre Momano Headhunter - BACKGROUND

Post by Naita Akaoni »

Background

Short narrative
Naita Akaoni
Posts: 8
Joined: Thu Sep 30, 2021 12:14 pm

Naita Akaoni - Ogre Momano Headhunter - MISC

Post by Naita Akaoni »

Hero's Journey Rolls

Momano gain two rolls on any tables
except the following: Cybernetics,
Enchanted Items & Mystic Gadgets,
Magic & Mysticism.

HJ Result 15
Hero's Journey One 1d20: [15] = 15
BODY ARMOR: This armor has an embedded Multi-Optics Helmet (see page 86) providing
enhanced vision, targeting, and combat readout through the integral Heads Up
Display, see page 86.

CLOSE COMBAT WEAPONS: Advanced technology makes this weapon extra effective against armor, giving it
+2 AP.

EDUCATION: Born with a natural inquisitiveness, your hero has a gift for research and finding
things out. He has the Research skill at d8.

EXPERIENCE & WISDOM: Life on the road, in the wilderness, and wandering the streets of the cities that
remain gave your character special insight and some key experience with a
particular calling. You may give her one Professional Edge, ignoring requirements,
so long as it makes sense and the GM agrees with it.

PSIONICS: Overcoming the will of others is something many psionics strive to perfect. Your
hero is a master of such techniques, granting her the Mentalist Edge.

RANGED WEAPONS: Advanced technology makes this weapon extra effective against armor, giving it
+2 AP.

TRAINING: 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).

UNDERWORLD & BLACK OPS: With a nose for opportunities, horse-trading, and five-fingered discounts, your
hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger
Edge.
HJ Result 9
Hero's Journey Two 1d20: [9] = 9
BODY ARMOR: Covered in a fiber-optic material, your armor color shifts to match the surrounding
area with custom camouflage patterns, masks infrared as well as thermal emissions,
and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

CLOSE COMBAT WEAPONS: The weapon utilizes lightweight construction techniques and materials, reduce
weight by a third and Minimum Strength by one die type.

EDUCATION: He’s traveled far and wide, and he knows a lot about the world that could come
in handy. 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.

EXPERIENCE & WISDOM: A split second often means the difference between alive and a smear on the
landscape. Your character has the Quick Edge. If he already has that Edge, he gains
the Level Headed Edge instead.

PSIONICS: Your psionicist gains either the New Powers Edge or one power chosen from the
Mind Melter's list (Rank permitting).

RANGED WEAPONS: This weapon is extra deadly, granting a +1 to all damage rolls made with it. This
result may be applied a maximum of two times.

TRAINING: While the cities of Savage Rifts® are deadly in their own right, your hero understands
the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge
and gains a one die type increase in Survival.

UNDERWORLD & BLACK OPS: Though few and far between, the cites of Rifts Earth are the hubs of what remains
of civilization, vital as sources of information. Your character understands the ebb
and flow of the streets and alleys, gaining the Streetwise Edge. She is also good at
creating fakes of necessary papers, badges, and the like; she’s got experience and
training in forgery (treat as Common Knowledge), with a +2 to related checks.

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