Rank: 3 - Novice
Advances Left: 3
Race: OGRE
Iconic Framework: MOMANO HEADHUNTER
Attributes:
- Agility d?
- Smarts d?
- Spirit d?
- Strength d?
- Vigor d?
Skills:
- Skill name d?
- Skill name d?
- Example (Major): Flavor text about it
- Example (Minor): Text about it
- 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.
- 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".