Damien - Momano Headhunter

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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Damien - Momano Headhunter

Post by Jackal »


MOMANO HEADHUNTER
Damien FrostImage
TW Cybernetics
Left Hand:
Image
Right Hand:
Image

Image
HERO’S JOURNEY (TWO ROLLS)
Rolls
Momano gain two rolls on any tables except the following: Cybernetics, Enchanted Items & Mystic Gadgets, Magic & Mysticism.

[dice:1nu641xb]64767:1[/dice:1nu641xb] : New Power

[dice:1nu641xb]64767:2[/dice:1nu641xb] : Training, +3 skill points useable on Athletics, Shooting & Fighting.
Name: Damien Frost
Player: Dan (Lars)
Rank: Novice 2
Race: Human
Iconic Framework: Momano Hunter
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8
Pace: 6; Parry: 8; Toughness: 9 (2); Strain: Maxed.

[[In Armor 19 (5) before Psionics is used (protection +6 or +8, also can add toughness modifier to prevent AP)]]

Skills:
  • Athletics d8 (1 from HJ)
  • Common Knowledge d4+2
  • Notice d8+2
  • Persuasion d6
  • Stealth d6
  • Occult d10
  • Fighting d12 (2 from HJ)
  • Shooting d8+2 (+2 more when using energy projector)
  • Academics d6
  • Repair d6
  • Performance d6
  • Survival d6 (free reroll on notice/survival vs supernatural)
  • Psionics d10-1
Hindrances
  • Driven (Major): Destroy evil monsters.
  • Heroic (Major): Yes, I am a big damn hero.
  • 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, who will target them first for destruction. The CS and supremacists hate them, too.
  • Limited Expansion: The Momano's base cybernetics use up all personal Strain, ever.
  • Outsider: –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 any damage to their TW bionics must be repaired using the lower of Healing or Techno-Wizardry
Edges
  • Arcane Background (Psionics): 10 ISP, 3 powers.
  • Major Psionics (HJ): Double base ISP. Before attempting a Psionics skill roll may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Master Psioncs (HJ): Mind Melter list, mega modifiers
  • Scholar (IF): Occult
  • Monster Slayer (IF): Roll Occult to identify a foe. If successful the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Take ‘em Down: add +4 AP to attacks vs M.D.C. Targets.
  • Brawler (IF): Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
  • Brave (IF): +2 Fear checks, -2 to rolls on Fear Table
  • Monster Hunter (IF): Free reroll on all Notice and Survival (tracking) checks made for supernatural targets
  • Recognized Defenders (IF): +1 Persuasion when dealing with those who value the faction's exploits
  • Connections (IF): Momano Sect and Allies
  • TW Bionic Attunement (IF): Strain penalty to Psionics rolls for their starting cybernetics is reduced to –1 total
  • Danger Sense (Cybernetics): Notice roll at +2 to sense ambushes or similar events.
  • CHI: at the start of each combat encounter, gains one Chi Point that can be used to: - Reroll a failed attack, even a critical failure. - make an enemy reroll a successful attack that was made against them. - add plus D6 damage to one successful unarmed fighting attack (can be w/claws) which can ace.

Cybernetics
TW Weapons
  • Magical Blades and Spikes: Str+d8 AP 2—considered Claws, see Natural Weapons in Savage Worlds.
  • Hydraulic Stake Driver: Str+d10 Mega Damage, AP2, 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 and Spikes 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 of the Trappings each activation: Cold Iron, Electricity, Fire, Holy Sun Beam/Light, or Silver.
TW Bionics (bonuses already factored in):
Bionic Strength Augmentation (3), Cyber-Wired Reflexes (1), and Synthetic Organ Replacement (1).

Cybernetics
  • Armor Plating (1 level) +2 A
  • Core Electronics Package +2 to common knowledge, electronics, hacking, research and repair rolls. 20 mile radio, Gyro-Compass, Clock calendar.
  • Expanded Detection and Security Array 360 degree radar +2 notice rolls
  • Nano-Repair System heal 1 Wound per day, +4 resist bleeding out, 50% chance reject poison or disease.
  • Optics Package ignore illumination penalties, grants +2 sight based notice checks
  • Targeting Eye +2 shooting

Psychic Powers
  • Arcane Background: Psionics/Mind Melter list
  • ISP: 30
  • Recharge Rate: / hour
Protection from the Arcane
Arcane Protection
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: Concentration, a dull glow around the protected character, a fetish.

Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
Arcane protection stacks with Arcane Resistance should the recipient have both!

Modifiers:
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.

Mega Modifier:
Exalted Protection from the Arcane (+2): Hostile powers suffer a −4 penalty ( – 6 with a raise).
Detect / Conceal Arcana
Detect / Conceal Arcana
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal) Trappings: Waving hands, whispers.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well— harmful, obscurement, magic, miracles, etc.

Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).

Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table Savage Worlds).

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.

Modifiers (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.

„Area of effect (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.

„Strong (+1): Conceal only. Detection rolls to see through the concealment are made at −2.

Mega Modifiers

Exalted Detect Arcana (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
Active powers and arcane abilities. „
Type of supernatural creature (vampire, werewolf, dragon, etc.). „
Enchantments present on an item. „
The PPE or ISP possessed by a target. „
Other information the GM allows.

When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.

Exalted Conceal Arcana (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.

Presence Sense (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
Protection “Armor”
Protection Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: A mystical glow, hardened skin,
ethereal armor, a mass of nanites. Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.

Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.

Protection stacks with all other armor, natural or worn, and is negated by AP as usual.

Modifiers
Additional Recipients (+1): The power may affect additional targets at a cost of 1 Power Point each.

More Armor (+1): Success grants 4 points of Armor (+6 with a raise).

Toughness (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).

Mega Modifiers
Greater Protection (+3): Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier, but not More Armor.
Speed/Sloth/Quickness
Sloth/Speed Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant (sloth); 5 (speed) Trappings: Slowing time, blurred motion, a slippery patch of oil or ice.

Sloth lessens celerity and coordination while speed increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.

Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.

Modifiers
Additional Recipients (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.

Area of Effect (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.

Quickness (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).

Strong (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at −2.

Mega Modifiers
Exalted Quickness (+4): Speed only. The recipient suffers no Multi-Action penalties.

Greater Sloth (+2): Sloth only. The
target cannot run, and with a raise is Vulnerable.

Greater Speed (+2): Speed only. The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible. With a raise the recipient is also Nimble (see The Tomorrow Legion Player's Guide).
Warriors Gift
Warrior’s Gift Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 5
Trappings: Gestures, prayer, whispered
words, concentration.

With a successful arcane skill roll, the recip- ient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).

Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.

Mega Modifiers
Greater Warriors Gift (+4): The recipient gains two Combat Edges at once.

Gear
  • NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes).
  • For the Hydraulic Stake Driver he carries 6 silver and 6 cold iron spikes. (Wood spikes are reloaded magically).
  • 3 EP spent on Communication Band TW
    Communications Band (TW)
    Communication Band:
    With radio transistors, embedded copper wiring, and various other metal and plastic elements, this gold headband grants the speak language power and +1 to Persuasion and Performance rolls. It costs 1 Power Point per hour of use. (.5 lb, 34,000 credits).

    Speak Language (TW band)
    This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.

    Modifiers
    Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each. Range: Smarts.

    Mega Modifiers
    Mass Understanding (+5): The caster causes characters within Smarts ×2 of him to understand one another, regardless of language.
  • Branaghan w/Duster Armor: +5, +2 A, +2, +1, EBA.

    Big Bo
    Image
  • Plus one TW of choice: (Reskinned Spirit Bow no other mods, just a rifle not bow).
    TW SB Rifle “Big Bo”: 30/60/120, 4d6 +6 AP plus 1d6 damage and +6 AP vs supernatural.
Background
  • Damien Frost joined the Legion to destroy evil.

    As a son of two Momano Headhunters Damien was raised in the Sect and training started at a young age. There just was never any question of what he would do when he grew up. Obviously slay demons and hunt evil. By 16 he was well on his way to honing psychic power. By 17 he under went the Momano Sect Technowizardry surgery to receive bionics and cybernetics.

    After more intense training with the Sect his parents asked him if he would be willing to work with some friends of the Sect. That being the Legion. It would be a good experience and means of growth. Now 18, Damien excepted and gladly headed out to join the Legion excited to work alongside other do gooders and save the day. Learning about the history of the original 1st SET he’s proud to be part of its new crew and create a new heroic history with the team.

Advances

Hero’s Journey
  • Psionics: New Power
  • Training: +3 pts
Advances
  • Initial Advances: (From Hindrances): +1 Vigor, Major Psionic
  • Free Edge (Human): Master Psionics
  • Cybernetic Modifications: See above
  • N1/PBP: Take ‘em Down Edge
  • Novice 2 Advance (Q2 Earned): Power Points
  • 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:
Last edited by Jackal on Thu Apr 02, 2020 9:06 pm, edited 14 times in total.
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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: Damien - Momano Headhunter

Post by Ndreare »

From Rob
Nice,
Unfortunately you will need GM fiat (which you likely will get) for Major Psionic. It is no longer a Professional Edge, now it is a Power Edge.


The same thing can be achieved by selecting "New Powers" with an HJ roll, and then using your Hindrance points for Major Psionic. This path will require d8 smarts and Psionics.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Damien - Momano Headhunter

Post by Daniel »

Response to Rob
Thank you Rob. I updated sheet using your info.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Damien - Momano Headhunter

Post by Jackal »


Account / Character Info
Q2 April 2020 - Start game with 1st SET (Far From Home)
Spent 3 EP (Lars) on TW Communications Band
Q3 Bennies

3 (use 1)

2

Thursday Joker

3
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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