Powers marked with an asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked with a dagger (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds).
Mind Melter
Novice:
arcane protection
blind
bolt
boost/lower trait
confusion
darksight*
deflection*
disguise
elemental manipulation
empathy
entangle
environmental protection*
fear
healing
illusion
mind link
mind reading
protection*
relief
smite*
sound/silence
speak language
stun
telepathy
Acrobats: Mutant rats are infamous for leaping, climbing, and scurrying around incessantly. They begin with the Acrobat Edge.
Agile: Mutant rats start with Agility d8, adjust Trait maximum to d12+2.
Bite/Claws: Mutant rats have claws and teeth dealing Str+d4 damage, see Natural Weapons in Savage Worlds.
OOC Comments
Jealous (Minor): Mutant rats are inherently jealous opportunists looking out for their own interests. They often feel they aren’t getting the recognition or reward they deserve, even when getting the largest share. This is one of the main reasons for the order to cancel and liquidate the mutant rat project, and the flaw lives on in even the best of its out-of-control progeny.
Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
Keen Sense of Smell: Mutant rats have a sense of smell similar to canines. They gain a +2 bonus to Notice checks based on smell, and +2 on Survival (tracking) rolls.
Mutant Vermin: Humans and most others instinctively distrust and are repulsed by mutant rats. Initial Reactions typically start at Hostile, or possibly Unfriendly with other GED mutants or repulsive D-Bees and monsters. 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.
Natural Athletes: Mutant rats are born climbers, swimmers, wrestlers, and combatants. They begin with d6 Athletics.
Near-Human Physiology: Created from Rifts Earth genetic stock, those unfamiliar with the mutant's physiology suffer only a −1 penalty to Healing and cybernetics checks.
Oddly Built: CS mutant animals have long snouts, prick ears, digitigrade "backward" legs, tails, and all manner of physical oddities. Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
Restricted Paths: Limitations engineered into GED mutants make arcane magic impossible. They cannot take any Arcane Background using PPE or Iconic Framework including it.
Small: Mutant rodents are smaller than most humanoids, reduce Size and Toughness by 1.
Wanted (Major): The rodent experiments have been shut down, and all remaining mutant rats slated for eradication with extreme prejudice. Even non-CS factions have taken to exterminating them.
ICONIC FRAMEWORK
Specialist demon and monster slayers, Momano are an eclectic breed of techno-warriors who embrace arcane sources of power—including Techno-Wizardry and Psionics—labeled evil, dangerous, and untrustworthy by most Headhunters. Dedicated to their task, they wander the land like the ronin or gunfighters of ancient times, taking on the world as they see fit. Renowned as bounty hunters, mercenaries, and saviors of the people, they are commonly found roaming the northern wastes of the Domain of Man.
A PECULIAR DISCIPLINE
The Momano, or "Moes", are a sect with their own unique world outlook and practices, all based on eastern philosophical traditions and intense academic study. First and foremost, they are scholars of the supernatural, paranormal, and ley lines. Applying this knowledge in the field makes them unparalleled monster trackers and experts on anti-supernatural combat tactics.
The Momano approach to dealing with the constant death and destruction experienced by all monster slayers is to embrace a form of mental discipline and self-culmination similar to the ancient Zen or Stoic traditions. Their peculiar practice includes expanding one's potential as a creator, performer, and philosopher—many are accomplished artists, poets (often Haikus), calligraphers, and orators. While these practices may alienate them from common men-at-arms and headhunters, it does make them beloved by folk in need of a refreshing take on existence in Rifts Earth.
FIGHTING DRAGONFIRE WITH FIREBOLTS
A Momano's abilities and weapons are as important as their training and tactical knowledge. Taking a page from the enemy's playbook, Momano prefer to use TW and magical gear. They hone their own psychic capabilities—with most having vast untapped psionic potential. According to them, there is nothing better for slaying "soupies" (aka, supernatural beings) than their own brand of weapons and powers. This includes a shunned form of bionic augmentation which has become their calling card.
TECHNO-WIZARD BIONICS
Combining Techno-Wizardry and bionic
augmentation—a rare feat of considerable
technical and arcane prowess—is
considered impractical and unnatural,
but not to the Momano. Some legends
say the order's iconic TW Bionics were
created in Atlantis, while others say they
were developed for (or by) a clan within
the Momano. Whatever their origins,
the demon slayers embrace the unique
technology and have integrated it into
their spiritual and martial training.
Momano begin with the following
systems mounted in bionic arms (all are
Techno-Wizardry Gear):
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.
MOMANO HEADHUNTER ABILITIES AND BONUSES
Momano abilities, the cybernetic and the
uncanny, only work because they are
carefully in balance—like Yin and Yang,
or fire and water.
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.
MOMANO HEADHUNTER COMPLICATIONS
The demon slayer's powers come at a cost.
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".
MOMANO HEADHUNTER STARTING GEAR
Begin with standard Starting Gear substituting a suit of Gladiator Medium EBA, plus one TW weapon of choice.
HERO’S JOURNEY
Momano gain two rolls on any tables except the following: Cybernetics, Enchanted Items & Mystic Gadgets, Magic & Mysticism.