Caiden, Momano Headhunter

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Caiden
Posts: 12
Joined: Tue Jan 10, 2023 4:00 pm

Caiden, Momano Headhunter

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Caiden
Caiden.jpeg

Novice Male Human, Momano Headhunter, and Titan Mercenary

Iconic Framework: Momano Headhunter
Background
Caiden lost his eye and arms when demons raided the caravan he was guarding at the young age of 19. His injuries were more extensive than that but none as immediately disfiguring. A small group of Momano headhunters were tracking the pack of demons but did not catch up in time to prevent the raid.

The Momanos took the young Caiden under their wing, and came to admir his drive to bring the fight to the demons. Caiden received functional prosthetics paid for by his new Momano friends. With them, Caiden was able to rehabilitate his body to a point he could physically accept the techno-wizard cyberware he would eventually receive.

The mental training, however, would become a hurdle. It took years for him to get into the right headspace necessary for techno-wizard cybernetics. Caiden had a lot of anger to work through, and as time passed, self image issues cropped up. His momano brothers didn't give up on him, however, and with their patient tutelage he obtained the mental stability he would need to become a member of the Momanos.

With body and mind in alignment, Caiden was finally time allowed his new cybernetics. The Momano lab team dissected him like a science experiment, taking his old implants out and replacing them with new, improved versions. They installed the ones that would let him finally aid him in killing demons and anything else needing killing.

That was four years ago, and now he has accepted a deal to work with Titan in a small town plagued by troubles. It is his first job not working together with his Momano brothers and sisters, but he believes himself up to the task.

Description
Caiden is 6'0 with slicked back red hair and one green eye. His beard is close cropped and he maintains a well manicured moustache. His arms and eye have been replaced in the latest techno-wizard cybernetics from the Momano labs.


Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Academics d6, Athletics d8, Common Knowledge d6+2, Driving d8, Electronics d4+2, Fighting d6, Hacking d4+2, Intimidation d6, Language (Native) d8, Notice d6+2, Occult d8+2, Performance d6, Persuasion d6, Piloting d4, Psionics d10-1, Repair d4+2, Research d4+2, Riding d4, Shooting d8, Stealth d6, Survival d6
Pace: 6; Parry: 5; Toughness: 17 (9)
Strain: 6/6
Hindrances: Driven (major, Caiden cannot abide demons. He will kill them wherever he goes, and he will allow no deals to be brokered or quarter to be given.), Loyal, Post-Traumatic Stress Disorder (minor), Quirk ()
Edges: Ace, Brave, Chi, Connections (Momano Sect and Allies), Danger Sense, Major Psionic, Master Psionic, Monster Slayer, Power Points, Scholar
Armor: 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), L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, ROF 3, AP 2, M.D.C.), NG-57 Heavy Ion Blaster (Range 12/24/48, Damage d8+2, ROF 1), Survival Knife (Range Melee, Damage Str+d4), TW Storm Rifle (Range 30/60/120, Damage 4d6+2, ROF 1, AP 4), Vibro-Bayonet (Range Melee, Damage Str+d8, AP 8, M.D.C., Reach 1, +1 Parry), Wooden Stakes (Range Melee, Damage Str+d4)
Gear:

There is not a number of demons that can be slain that can satisfy Caiden. He obtained this compass through one of his sect's allies. Every inch of it is etched with arcane symbols and enchanted against demons. This cold iron compass unerringly points the way to the nearest demon at all times.
Cold Iron Compass 2.PNG
Cold Iron Compass 2.PNG (182.64 KiB) Viewed 471 times
The Cold Iron Compass always tracks the nearest demon. The ambient magical energies of Rifts Earth cause the needle to undulate, requiring a roll Occult or Arcane skill to correctly interpret the true direction to the demon. Attempting to use the compass to triangulate the distance to the demon requires a Survival roll. The difficulty increases by +1/power of ten in miles (so 1000 miles away from the nearest demon, it'd be a difficulty 7 roll). The roll is opposed by arcane skill if a demon has/is using Conceal Arcana.

The compass is shrouded from their senses of demons, subtracting -2 from Notice rolls and
detect arcana attempts. It seems to seek vengeance upon demons itself, granting the bearer the effects of the Champion and Iron Jaw Edges in combat when confronting demons.
, NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 3,500 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30
  • Powers: Arcane Protection, Bolt, Burst, Detect/Conceal Arcana, Protection, Smite
Special Abilities
  • Psionics: Power Points: 30; Powers: Arcane Protection, Bolt, Burst, Detect/Conceal Arcana, Protection, Smite
  • 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)
  • 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
  • Edge: Power Points
Current Load: 65.25 (81)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Atlantis and the Demon Seas, 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
User avatar
Caiden
Posts: 12
Joined: Tue Jan 10, 2023 4:00 pm

Re: Caiden, Momano Headhunter

Post by Caiden »


From Daniel:

Skega the Rune Axe

Pronounced "Skeh-Gah"

History
Rindol the Swift, pirate dwarf (a Nuhr dwarf) wielded the Rune axe for many years, gifted to him by his father, the axe had been in the family for centuries. One day Rindol was killed on the banks of a Michigan Lake while pirating. Skega laughed and spoke to Caiden. Offering an alliance.

Form
Rune items are usually made of a single piece of metal or hard stone, with no moving parts or gears. They generally take the form of an ancient weapon and deal three times the weapon's base damage in Mega Damage with an AP equal to its damage die type, see Medieval Melee Weapons in Savage Worlds. For instance, a rune mace would deal Str+3d6 Mega Damage, AP 6.

Indestructible
Rune items are impossible to destroy or damage, are never dented, and blades never dull.

Runes
Rune items are lined from one end to the other with arcane symbols of power.

Link
Rune items will link themselves with a wielder almost immediately if their motivations align, or within a few months of possession by a new owner. This allows the owner and weapon to sense each other's presence (usually Spirit in miles) and gives the wielder a +1 bonus on all rolls to resist the arcane.

Embedded Powers
Many rune weapons can be used to cast powers. Unlike Techno- Wizardry Gear, any wielder can use them. As an action the wielder checks Spirit to activate the power at no Power Point cost. Embedded Powers can be used three times per day unless noted otherwise.

Cursed or Enchanted
Many rune items, especially the most powerful ones, are cursed (Skega is not) or emit some form of transformative aura (oh, yes, Skega does that) that will lead to trouble or ruin.

Lesser Rune Weapon
Lesser rune weapons have the following characteristics in common.

Lesser Intelligence
The imprisoned life force has its own will and consciousness, including Smarts d6 or higher, Spirit d6 or higher, and often personality related Hindrances. It can communicate with others through the mind link power (activates as a free action with no Power Point cost and a Range of Smarts × 5).

Cosmic Alignment
If the wielder's path in life clashes with the intelligence inhabiting the rune item—e.g. the intelligence is evil while the wielder is a champion of light— every round they wield it they must check the lower of Spirit and Vigor or gain a level of Fatigue. In addition, the wielder is −1 on all Trait checks associated with the rune item and it will be especially reluctant to link with them or disclose its full capabilities.

Lesser Abilities
The rune item will have up to one of the Rune Weapon Abilities listed below, though many have none.

Animated
The weapon has sculpted wings and if thrown it returns to the wielder as a free action. The weapon can also be commanded to levitate, move, and fight of its own volition as if used by an invisible warrior within a Range of the wielder's Spirit in inches. It has Strength, Fighting, and a flying Pace all equal to its Spirit.

Skega
"Skeh-Gah"

Attributes
Spirit d6
Smarts d6

Hindrance
Loner (Major)
Raised by pirates, bandits, or other troublemakers unwilling to stick out their necks for you, you are accustomed to operating on your own. The presence of allies can easily become a distraction, and you do your best to keep them out of your space.

Personality
Occasionally tossing out snarky comments or annoying jabs, Skega rarely makes conversation with linked partners. He’d be content to be stored away in a dark drawer forever. On the other hand he is easily bothered if absolutely abandoned. This push pull attitude has its challenges. OOC note, there is more to Skega than is known by Caiden. If at a later date the Rune Axe “trusts” Caiden more additional features may present.

Attack
Fighting: Str+3d8 MD, AP 8

Attack
Throwing: The wielder may throw the weapon at Range 5/10/20, and returns to the wielder as a free action. No Str added to damage if thrown.
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