Google Handle: Jason Bahr
Character Name: Dorian Falstaff
Rank: Seasoned4 Advances Earned: 7 Advances Left: 0
Race: Altess
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d6, Vigor d6
Pace: 6 d6 run; Parry: 5 ; Toughness: 5/17 (8) in armor and body suit
Skills:
- Athletics: d6
- Common Knowledge: d4
- Notice: d6
- Persuasion: d4
- Stealth: d6
- Techno-Wizardry: d12
- Occult: d12 +2
- Repair: d12 +2
- Electronics: d12
- Science:d12 +2
- Hacking: d12
- Academics: d6
- Shooting: d6
- Fighting: d6
- Investigate:d8
- Healing: d6
- Ignorance from Arrogance: Most Altess spend their lives perusing recreation and their various hobbies, leaving much of lifes daily maintinence to servants and slaves. This leaves them woefully under-educated and naive about the world at large. They suffer a −1 to all Smarts rolls and do not receive Common Knowledge as a core skill. (-3)
- Wanted (Major): Any Altess adventurers are considered to be AWOL from the empire and are hunted with the intent of bringing them back home. (-2)
- Bad Reputation: The Altess are infamous having built their empire on conquest, indenture and the concept of racial superiority. Most other species find them intolerably arrogant and condescending. Reaction to them starts at Unfriendly for most species. (-1)
- Aloof and Superior: Between their wealth, genetics, and advanced technology the Altess feel they are clearly superior to most of the upstart races and cultures of the three galaxies. Because of this even when it’s painfully obvious they’ve made a mistake they try to justify it with half-truths and rationalizations and be intolerably insistant on things being done their way. (Stuborn retrap, -1 bp)
- Rightful heirs to the Cosmic Forge: The fragments of the secret of the forges location held by every Altess are considered their birthright even more so than their wealth or immortality. It is rare that an Altess to share it even with their loved ones. (Retrapped minor Vow -1)
- Wanted (Minor): Every Altess is born with a fragment of the location of the cosmic forge imbedded in their minds. While too proud and disinterested in the Forge to work together and find it,sSeekers of the cosmic forge covet the knowledge and will often harass individuals and worse to gain it from them. (-1)
- Near-Human Physiology: The Altess have diverged more from the base human physiology than appearances may suggest. Their neuorology, tissue density and altered organ layout gives a –1 penalty to Healing skill rolls and cybernetics checks involving installation, repair, and modification to those not studied in their biology. (-1`)
- Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in the Coalition States. Those allied with a faction opposing Lord Dunscon’s authority and the True Federation of Magic—including those serving in the Tomorrow Legion—are also deemed enemies of the state there.
- Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
- Curious (Major):
- Driven (Minor): To prove to the Dynasty that they are stagnant and need to more involved with the galactic scene.
- Loyal (Minor):
- Rich:
- Very Rich:
- Attractive:
- Arcane Background (Techno-Wizardry):
- Artificer: Those who tangle with supernatural forces sometimes find ways to imbue powers into items. They may turn an ordinary blade into a magic sword, brew a potion that can heal an ally’s Wounds, or even bless a holy relic with divine grace. Artificers can create wondrous items and devices using the Arcane Devices system
- Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which functions quite differently through the creation of arcane Gadgets. As often as half her Smarts die per session, and as an action, the TechnoWizard produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Creating a Gadget requires a Techno-Wizardry skill check at −1 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator’s normal maximum PPE pool (round down); with a raise the device gains +5 PPE to its pool. The Gadget can only be activated using its own PPE pool—once used up (or at the end of the session) it ceases to function.
- Machine Maestro: A Techno-Wizard can interface with machines by touch—including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. When interfacing with preexisting arcane items and TW gear, the bonus increases to +2. Machine Maestro does not allow the Techno-Wizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
- Sidekick:
- Master of Magic:
- Mr. Fix It: The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in onequarter the time with a raise.
- Scholar (Science): Pick any one of the following skills: Academics, Battle, Occult, Science, or a Smarts-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they’re used.
- Scholar (Occult): Pick any one of the following skills: Academics, Battle, Occult, Science, or a Smarts-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they’re used.
- Power Points: +5 PPE
- Danger Sense: