Shaelin - Catyr Techno-Wizard Pilot

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Shaelin
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Shaelin - Catyr Techno-Wizard Pilot

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RACE - Catyr
Rifts - Dimension Book 2 - Phase World (68-69)
Strength d6 (2)
Vigor d6 (2)
Immune to Radiation (1)
Poisonous Touch (1)
Regeneration (2)
Non-Standard Build (-1)
Near-Human Physiology (-1)
Dependency (-2)
Wanted (Minor) (Hindrance) (-1)
Outsider (Minor) (Hindrance) (-1)


ICONIC FRAMEWORK - Techno-Wizard/Pilot

Arcane runes and copper wires conducting eldritch energy to gems at enchanted junctions, and classic vehicles soaring the skies as much by will as by wire—these are the defining joys of the Techno-Wizard. He loves machines, but he loves the magic potential of machines even more, and he’s dedicated his life to fulfilling that potential wherever he can.

Techno-Wizards see the quest for renewable energy sources as long over. The solution flows all around them in naturally occurring power conduits crisscrossing the planet, surging through nexuses and Rifts like giant transformers and junction boxes. Magic is the ultimate in broadcast power, and the great ancient wizard, Tesla, would be very proud of what they’ve done with it so far.
  • HERO’S JOURNEY (TWO ROLLS)
    Techno-Wizards gain one roll on the following tables: Education, Enchanted Items & Mystic Gadgets, and Magic & Mysticism.
    They gain another roll on any table except Psionics.
    Above the Bar. Each character receives 3 extra heroes journey rolls and 300K in bonus gear to represent being the biggest baddest bounty hunters in space.

    I CAN HEAR MACHINERY
    Technology sings to the eldritch engineers. They can hear the complex melodies of a machine in perfect working order as well as the discordant sour notes of equipment in dire need of tuning or repair. This is doubly true when dealing with tech converted to arcane processes infinitely more efficient and masterful in design.

    For some Techno-Wizards, this special relationship with technology manifests as the ability to see the inherent arcane symbols and runes on all devices (as well as power flows and digital signals) as unearthly webs of energy interconnecting all things. Others speak of tiny digital sprites and clockwork fairies that represent the spirits of every machine, with whom they can negotiate greater performance and miraculous feats.

    FANTASY AND MICROCHIPS
    Techno-Wizards are the Weird Science maestros of Rifts Earth. Their Arcane Background grants them access to the following powers (Rank permitting):
    Techno-Wizard Power List
    NOVICE
    • arcane protection
      blind
      bolt
      boost/lower trait
      burrow
      burst
      confusion
      darksight
      deflection
      detect/conceal arcana
      entangle
      environmental protection
      havoc
      healing
      light/darkness
      protection
      relief
      smite
      sound/silence
      speak language
      stun
      wall walker
    SEASONED
    • barrier
      blast
      damage field
      dispel
      farsight
      invisibility
      sloth/speed
      slumber
      telekinesis
      teleport
      warrior's gift
    VETERAN
    • drain Power Points
      fly
    HEROIC
    • intangibility
    They can choose any Trappings for their powers except Necromantic.

    Techno-Wizards use their personal PPE to power their devices, and can take the Master of Magic Edge. The skill they use for their art is called Techno-Wizardry, which is Smarts-based and counts as Weird Science when qualifying for Edges. Techno-Wizards cannot take the normal Gadgeteer Edge, but start with a variant (see below).

    TECHNO-WIZARD ABILITIES AND BONUSES
    Techno-Wizards have a flexibility few wielders of arcane power ever experience. In a world dominated by rapid technological advancement across the globe and from beyond the Rifts, a Techno-Wizard is a powerful and vital ally.
    • Arcane Background (Techno-Wizardry):
      Techno-Wizards begin with Artificer and a variant of the Arcane Background (Weird Science) Edge, which functions very differently through the creation of Gizmos. Techno-Wizards begin with three powers [BLIND, BURST, STUN] from the list above, 15 PPE, a Techno-Wizardry skill of d6 (their Arcane Skill), and each of their powers built into separate Gizmos of their own design. Their PPE pool is used to activate their Gizmos—as well as other Techno-Wizard (TW) gear—and in the creation or modification of TW gear or arcane items. Gizmos are unique items which cease to function after 2d6 days without their creator’s attention; anyone who can use TW gear (see page 82) can also use the Techno-Wizard’s Gizmo by expending Power Points as usual.

      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 Techno-Wizard 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.

      Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with Electronics, Occult, Repair, and Science at d6.
    TECHNO-WIZARD COMPLICATIONS
    The unique nature of the Techno-Wizard’s abilities and practices provides her with some special challenges.
    • Cybernetics:
      Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 69).

      Device Dependent:
      A Techno-Wizard must have gear and tools, her Gizmos to use her powers, and parts to create her Gadgets. Without these items she cannot make her magic work.

      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.
    TECHNO-WIZARD STARTING GEAR
    Begin with standard Starting Gear substituting Adventure Survival Light Armor and a TK Revolver, plus a Tool Kit.

    TW CONVERSIONS AND UPGRADES
    TECHNO-WIZARD GEAR CONVERSION
    Techno-Wizards have the capacity to convert almost any technological gear into Techno-Wizardry (TW) gear. This has the advantage of powering such gear via ISP/PPE instead of a normal energy source or even ammunition—note that once a piece of gear undergoes TW conversion, it no longer draws energy from normal sources. For example, a converted Wilk’s 320 Laser Pistol operates purely on Power Points, and can no longer operate using E-clips.
    • TW Conversion Cost and Time: The Techno-Wizard needs parts costing one-fifth of the item’s list price, with a −1 on Gear Availability rolls to find and purchase the parts per 10,000 credits of cost (see Gear Availability on page 84). The procedure takes 3d12 hours for personal gear, or 2d6 days for vehicles and related equipment (including robot vehicles, power armor, and vehicular mods).

      TW Build Rolls: The Techno-Wizard makes a roll using the lower of Occult, Repair, or Techno-Wizardry; this is the standard roll for TW creations and is called a Build Roll. With a failure, the time and parts are wasted, and with a Critical Failure the gear being converted or upgraded is
      destroyed. With a success the conversion is complete, and with a raise the Techno-Wizard may add one Upgrade to the gear (up to the maximum, see below).

      Arcane Trappings: An arcane Trapping available to the gear’s creator must be chosen when TW gear is converted or upgraded; charged TW weapons count as magical against creatures vulnerable to such—see Trappings in Savage Worlds.
    TECHNO-WIZARD GEAR UPGRADES
    Techno-Wizards can upgrade gear with powerful abilities, but they are only available while an item is charged with arcane energy. Most Techno-Wizards can install up to two Minor Upgrades and two Major Upgrades per piece of TW gear. When a Techno-Wizard reaches Veteran Rank, he may add up to three Minor and three Major Upgrades to a piece of TW gear; at Legendary Rank this increases to four of each. GMs decide what upgrades are appropriate to all items. Already magical items cannot be TW converted or upgraded. Techno-Wizards cannot further upgrade devices they did not create themselves.
    • MINOR UPGRADES
      Each piece of TW gear can only have the same upgrade twice.
      Build Roll: Made at −1 penalty, a raise adds another Minor Upgrade (if possible)—see TW Build Rolls above.
      Cost and Time: 5,000 credits and 2d6 hours.
      • +1 to a specific Trait roll appropriate to the item.
        +1 damage or +2 AP to a weapon.
        +2 Armor to armor, shield, or clothing.
        +1 Parry to a shield or weapon.
        5 stored PPE usable to charge the device and activate embedded powers†
        Halve the weight of the item (quarter if taken twice).
        Other Minor Upgrades as allowed by the GM.
      MAJOR UPGRADES
      Each piece of TW gear can only have the same upgrade twice.
      Build Roll: Made at −2 penalty, a raise adds another Major Upgrade (if possible)—see TW Build Rolls above.
      Cost and Time: 1d6 days + 1d6 per 10,000 credit cost of the Major Upgrade.
      • Any Minor Upgrade as allowed by the GM (Cost: 5,000 credits); may still only have the same upgrade twice in total.
        Add a power to the device* (Cost: 20,000 credits and −1 availability per Rank of the power).
        Add an Edge to a device. The creator must have either the Edge, warrior's gift, or a power thematically related to non-Combat Edges (Cost: 25,000 credits and –1 availability per Rank of the Edge).
        Add a power modifier available to the creator to a device power. Increase the activate cost accordingly* (Cost: 20,000 credits).
        +1 die type to an item appropriate Trait, stacks with Minor Upgrades (Cost: 10,000 credits).
        +10 stored PPE usable to charge the device and activate embedded powers† (cost 30,000 credits, −1 availability).
        Ley line powered, the gear or vehicle is always charged on a ley line (Cost: 10,000 credits and –1 availability per Size of the item).
        +25% MPH and Handling +1 on ley line for vehicles (Cost: 10,000 credits and −1 availability per vehicle Size).
        Other Major Upgrades as allowed by the GM (Cost: Varies).
      * A Techno-Wizard can only install powers of his Rank or less and the powers or modifiers must be from the Techno-Wizard's power list (though he doesn’t have to actually know them); only those with Master of Magic can include Mega Power Modifiers. For triple the credits and +1 to Power Point activation costs, the power activates as part of another action (an attack roll for a weapon, roll to activate another power, etc.) using the Trait result of the primary action. Power Points are spent before rolling, and with a failure on the primary action the power fails as well.

      † A device that stores PPE may be recharged with Power Points by any character with the ability to use TW gear, or may be recharged on a ley line at 5 PPE per hour.
    TO SURVIVE AND THRIVE

    THE TECHNO-WIZARD
    While not a power user of magic or psionics like others, your Techno-Wizard can bring potent weaponry to bear. Remember he has the ability to convert items to work on PPE/ISP and upgrade TW gear.

    Arcane Machinist means you can come up with just about anything on the fly, even in combat. Its even better to prepare before battle.

    For many groups, your Techno-Wizard is the only hope they have of dealing with technological or scientific problems, including repair needs.

HERO'S JOURNEY
  • Techno-Wizards gain one roll on the following tables: Education, Enchanted Items & Mystic Gadgets, and Magic & Mysticism.
    • [18] Education Table
      Either her parents did everything they could to educate her, she attended one of
      the few schools left in the world, or she might even have found and lived in an
      ancient library. However managed, she has three additional skill points to spend
      at character creation, but they may only be spent on Smarts-based skills. [NOTICE 1DT (d6), SURVIVAL 2DT (d6)]
    They gain another roll on any table except Psionics.
    • [17] Training Table
      Though lots of folks can jump behind a wheel or grab a stick, your hero understands
      the nuances of guiding a machine effectively through the worst conditions. She
      gains the Ace Edge, or Combat Ace, if she already has Ace, as well as a one die type
      increase in her choice of Boating, Driving, or Piloting. [PILOTING]
    Above the Bar. Each character receives 3 extra heroes journey rolls and 300K in bonus gear to represent being the biggest baddest bounty hunters in space.
    • [3] Body Armor Table
      You may trade the starting armor from your Iconic Framework for any other body
      armor (not power armor or robot vehicle). If this is not your first roll, apply all other
      results from rolling on this table to your newly chosen body armor. [Ley Line Walker Light Armor (TW)]
      [12] Body Armor Table
      If your suit is not Environmental Body Armor, this result provides that benefit.
      [11] Body Armor Table
      Your suit has an advanced communications system, with a 20-mile range. Add
      +2 to Survival rolls to navigate by pinpointing location, Electronics rolls to jam
      transmissions, radio direction find, intercept comms, etc.
HINDRANCES
Tongue-Tied (Major)
Clumsy (Major)

ATTRIBUTES
Agility d4 --> d8 (2) --> d10 (4S)
Smarts d4 --> d10 (3) --> d12 (1N)
Spirit --> d4 --> d6 (IA)
Strength --> d4 --> d6 (Racial)
Vigor --> d4 --> d6 (Racial)

SKILLS
Academics (Sm)
*Athletics (Ag) d4
Boating (Ag)
*Common Knowledge (Sm) d4
Driving (Ag)
Electronics (Sm) (used for sensors and such) --> d6 (IF) --> d10 (2)
Fighting (Ag) --> d6 (2)
Gambling (Sm)
Hacking (Sm)
*Notice (Sm) d4 --> d6 (HJ)
Occult (Sm) d6 (IF) --> d10 (2) --> d12 (2S)
*Persuasion (Sp) d4
Piloting (Ag) --> d4 (1) --> d6 (HJ) --> d8 (2N)
Repair (Sm) --> d6 (IF) --> d10 (2) --> d12 (2S)
Research (Sm)
Riding (Ag)
Science (Sm) --> d6 (IF) --> d10 (2)
Shooting (Ag) --> d6 (2)
*Stealth (Ag) d4
Survival (Sm) --> d6 (HJ)
Techno Wizard (Sm) --> d6 (IF) --> d10 (2) --> d12 (2N)


DERIVED STATISTICS
Standard Pace
Pace
Toughness
Strain

EDGES


ADVANCES
Initial Advance - Master of Magic Edge
Initial Advance - INC Spirit 1DT (d6)
1st - Novice - INC Smarts 1DT (d12)
2nd - Novice - INC Piloting 1DT (d8)/Techno Wizard 1DT (d12)
3rd - Novice - Power Points Edge
4th - Seasoned - INC Agility 1DT (d10)
5th - Seasoned - INC Occult 1DT (d12)/Repair 1DT (d12)
7th - Seasoned - New Powers Edge [BLAST, SLOTH/SPEED]
8th - Seasoned - Power Points Edge

GEAR
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