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 ListThey 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.
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.
Begin with standard Starting Gear substituting Adventure Survival Light Armor and a TK Revolver, plus a Tool Kit.
TW CONVERSIONS AND UPGRADESTO SURVIVE AND THRIVE - Arcane Background (Techno-Wizardry):
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)]
- [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]
- [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.
- [18] Education Table
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