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Momano Headhunter O.C.C. (aka Devil Hunter) Momano Headhunters are trained to eliminate supernatural and unearthly threats.

Creatures they call "soupies" - slang for supernatural beings. "Mamano" is a title taken from the Japanese language by a class of headhunters that specialize in tracking, fighting, and disposing of demons, monstrous D-Bees, infernal monsters and the supernatural. They have made thier presence known by acting as heroic champions, demon slayers, and cocky mercenaries for hire in remote and hostile areas of the continent. They are most commonly encountered in and around the ruins of Detroit and Windsor, Calgary, the Magic Zone, and the territories once known as the Northern US and Southern Canada. "Moes" break with the typical headhunter credo that magic is evil, bad, dangerous or untrustworthy and use Techno-Wizard devices and the occasional other type of magic weapon. The Mamano Headhunters have a fair to good understanding of the principles of magic and are well versed in the supernatural. They are quick to recognize the influence of magic, such as ley line storms, enchantments, illusions, charms, and possesion, as well as behavior paterns that help them identify thier inhuman adversaries. They are trained in anti-magic countermeasures that include the identification, assessment, tracking, tactics and methods of destroying the supernatural, demonic, and creatures of magic. Combating inhumans and demons is the Mamano Headhunters' specialty. Scholars in matters concerning the supernatural, the Momano make it a point to know thier quarry. Consequently, thier first mission is the study of supernatural creatures, paranormal occurences, places of magic, ley lines, nexus points, and megaliths. Furthermore, the Momano tend to be very philosophical, including possessing a rudimentary knowledge of Eastern philosophy; unusual for most warriors of any kind. Furthermore, it is not uncommon to see a Momano who has a passion for such things as art, writing, poetry (Haiku is a favorite), botany, bonsai, calligraphy, or playing games such as chess, Go, or ma jong. "True" Mamano Headhunters have a high regard for knowledge, history, people, and honor. They are unshakably loyal to friends and family and will never betray anybody whom they have given their word of honor or whom they have befriended, even under threat of torture or pain of death. Ironically, thier philosophical, scholerly side combined with thier sense of honor and dedication to slaying monsters tends to alienate them from other men of arms. Many soldiers and warriors (as well as people in general) see them as "oddballs" who they can not quite put a finger on. The Momano Headhunters' often seemingly fearless, casual, matter of fact attitude toward the supernatural only adds to their troublesome oddness. Many folk believe them to be a "bubble off the plumb" (i.e. a little crazy). How else does one explain these demon hunters' cavalier attitude, smiles and joking when they are marching out to face some unspeakable supernatural evil? Although psionic powers are not required to be a Momano, approximately half of them posess some measure of psychic ability. Most of these are Minor or Major psychics, but some oare Bursters, Zappers, and the occasional Nega Psychic or Mind Melter. Psionics come in handy for the Momano Headhunters who use Techno-Wizard devices. Those with ESPer abilities have a resonable amount of I.S.P. but minimal P.P.E., while those without psionic powers will have an uncommonly high amount of P.P.E. for non-magic users. Momano O.C.C. Bonuses & Psionics 1. O.C.C. Bonuses: +2D6+4 to S.D.C. +1 on initiative at levels 1, 3, 6, 9 and 12 +1 to save vs. Horror Factor at levels 1, 3, 4, 5, 6, 8, 10, 12 and 14 +1 to save vs. posession and illusions at levels 2, 4, 6, 8, 12, and 15 2. P.P.E. Base for Non-Psychics: 2D6+6 P.P.E. +2 per level of experience. Psychic Mamanos have a base P.P.E. of 1D6. 3. Momano Psychics. A large number of Momano Headhunters are blessed with Minor or Major Psionics and use I.S.P. to operate any Techno-Wizard Bionics. Important Note: The duration, range, and damage inflicted by the psionic powers of a Psychic Momano Headhunter (or any character with more than three implants or one bionic limb, other than a bio-system) are reduced by half, or are obliterated by full , or near full, bionic conversion. In all cases, available skills are those listed under the Momano

O.C.C., not the Psychic Character Class. Reduce the number of O.C.C. Related and Secondary Skills in half if the Momano is psychic. Random Determination of Psionics: Roll percentile dice or, if authorized by the G.M., pick one. 01-50 51-70 71-90 91-95 96-98 99-00 No psionics whatsoever. Minor Psychic Major Psychic Burster or Zapper Nega-Psychic Mind Melter

Momano Headhunter O.C.C. Also Known as "Devil Hunter", the "Big Mo", or "Moes" Attribute Requirements: P.P.E. of 8 or higher, and/or I.S.P. from at least minor psychic abilities. I.Q. of 10, M.E. and P.E. of 12 or higher. A high M.A., P.S., and P.P. are extremely helpful, but not mandatory. O.C.C. Skills: Language: Native (80% +1% per level of experience) Language: Demongogian (70% +2% per level of experience) Language: One of choice (+15%) Literacy: Choose two (+15%) Lore: Demon % Monster (+20%) Lore: Magic (+15%) Lore: One of choice (+10%) Pick One: Art, Sculpting, Writing, Dance, or Sing (+15%) Pick One: Play Musical Instrument, Photagraphy, Botany, or Astronomy (+15%) Basic Math (+15%) Radio: Basic (+10%) Computer Operation (+10 %) Tracking: Humanoids (+15%) Land Navigation (+10%) Wilderness Survival (+10%) Read Sensory Equipment (+10%) Pilot: One of choice (+10%) W.P. Sword W.P. Three of choice Hand to Hand: Expert, but can be changed to Martial Arts or Assassin (if anarchist or evil alignment) at the cost of one O.C.C. Related skill. O.C.C. Related Skills: Select two other skills from the liset below at levels 1, 4, 10 and 15. All new skills start at first level proficiency. Communications: Any (+5%; +10% to Performance) Cowboy: Lore: Indians, and Lore: Cattle/Animals (+10%) only. Domestic: Any (+10%) Electrical: Basic only. Espionage: None. Mechanical: Basic and Automotive (+5%) only. Medical: Any Military: Any (+5%) Physical: Any Pilot: Any Pilot Related: Any Rogue: None Science: Any (+5%) Technical: Any (+10%) W.P.: Any, including Paired Weapons and Sharpshooting as described in Rifts New West, but each counts as two O.C.C. Related skills; these two New West skills cannot be taken as Secondary Skills.

Wilderness: Any (+5%) Secondary Skills: Choose a total of three Secondary Skills from the previous list. These are additional areas of knowledge, and do not receive the benefit of the bonus listed in parenthasis. Standard Equipment: Weapons include one for each W.P. and five complete reloads/E-Clips/drums of ammo, plus a pair of silver daggers, a silver plated Vibro-Sword, squirtgun, and a dozen qooden stakes, a mallet, and a silver cross. M.D. Body Armor: One full suit of personalized heavy and light environmental armor of any kind. Other gear includes fatigues, black jumpsuit, two sets of street clothes, portable tool kit, PC-3000 handheld computer, portable language translator, PDD pocket audio recorder/player, pocket laser distancer, field radio, pocket flashlight, pocket signal mirror, RMK and IRMSS kits, tinted goggles, hatchet, knapsack, NG-S2 survival pack, saddle bags or containers, utility belt, duffle bag, small sack, air filter, two canteens, three weeks of freeze-dried combat rations, and some personal items. Also see bionics. Mode of Transportation: The Momano Headhunter starts with none, but can aquire just about anything, and tends towards military vehicles and hovercycles. Money: The character starts off with 1D4x100 in credits, with another 1D6x1000 in black market items. Generally spends money on pleasure, weapons ammunition, books, cybernetics and bionics as fast as they can make it. Cybernetic and Bionic Features Common to the Momano: Most Momano have the following: One (or two) Multi Optic Eye with infared and thermo-imaging to see beings capable of turning invisible. Bionic Lung with Toxic Filter and Storage Cell as protection against gasses, breath attacks and putrid odors - many demons and monsters reek with foul smells, or thier lairs or killing grounds reek. Sensor Hand or forearm capable of motion detection and heat detection. Ideal against invisible and flying foes as werll as changes in the environment and measuring the body heat of suspects (the undead and some other supernatural beings do not radiate body heat). Clock Calandar. Knowing the exact time of day can be crucial in the battle against the supernatural and to time the duration of magic. may be part of the Sensor Hand. Gyro-Compass. Always handy. May be part of the Sensor Hand. One Bionic Limb, typically an arm and hand, with two bionic weapons or features. Choose 3 - 5 other cybernetic implants or Black Market Cybernetics. Common Momano Cybernetic and Techno-Wizard Cybernetic Weapons: Chemical Spray Silver Plated Blades Silver Bullets Hydraulic Stake Driver Squirt Guns & Water Blasters TW Magical Silver Plated Blades TW Finger Blaster TW Hydraulic Stake Driver TW Sunbeam Blaster TW Flaming Knuckle Spikes or Bullets TW Watergun TW Electro-Blaster TW Flaming Retractable Sword other anti supernatural and TW weapons

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