Deezy Klatta: Legendary Techno-Wizard!

The quest to destroy the Demon Prince of War
GM: Ndreare
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Deezy Klatta
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Deezy Klatta: Legendary Techno-Wizard!

Post by Deezy Klatta »

Character Name: Dorothy Zane “DZ” Klatta
Rank:Legendary Advances: 19
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 8; Toughness: 17 (8); PPE: 30

Skills:
Athletics 1d4
Persuasion 1d4
Stealth 1d4
Notice 1d8 (1)
Common Knowledge 1d6 (1)
Occult d12 (2)
Science d10 (2)
Electronics d10+1 (2)
Repair d12 (+2 Edge, +2 armor) (2)
Techno-Wizardry d12 (2)
Fighting 1d6 (1)
Shooting 1d8 (2)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Loyal (Minor): Out here, reputation is everything. Stick with your friends, and they'll stick with you...and that's just good word of mouth!
Habit (Minor): Too hyperactive!
Quirk (TW):Workaholic

Advances
Free Edge (Human): Master of Magic
Hindrance: +1d Smarts
Hindrance: Sidekick
HJ: Mr Fixit and +1 dt to Repair
HJ: Magic & Mysticism; Off list spell (Summon Ally)
HJ: Magic & Mysticism; Auto Raise w/entangle
HJ: Body Armor; Chose any armor (Triax Mechanic Armor)
Novice 1 Advance: +1d Smarts
Novice 2 Advance: Power Points
Novice 3 Advance: Rich
Seasoned 1 Advance: +1d Str
Seasoned 2 Advance: Power Points
Seasoned 3 Advance: +1d Tech-Wizard skill, +1d Notice skill
Seasoned 4 Advance: Concentration
Veteran 1 Advance: Rapid Recharge
Veteran 2 Advance: Filthy Rich
Veteran 3 Advance: +1d Occult, +1d Repair
Veteran 4 Advance: Elementalist
Heroic 1 Advance: Sidekick
Heroic 2 Advance: +1d Agility
Heroic 3 Advance: +1d Shooting, +1d Fighting
Heroic 4 Advance: New Powers
Legendary 1 Advance: Exceptional Rapid Recharge
Legendary 2 Advance: Channeling
Legendary 3 Advance: +1d Spirit
Legendary 4 Advance: Jack of All Trades

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System) -
- Protection

Killsat Uplink Module
- Smite

Hose of Nose Blows (automatic raise)
- Entangle

Instant Robots -
- Summon Ally

Rocket Boots
- Fly (Self Only)

Utility Belt
- Boost/Lower Trait

Powers from TW Items:
Armor
- Environmental Protection (2ppe/hour)
TIAMAT
- Detect/Conceal ARcana

Gadgets
- Boost Trait (Stealth) 9 PPE

Iconic Framework
Arcane Background (Techno-Wizard): Begin with AB, Artificer, TW skill of d6 and 15 PPE.
Arcane Machinist: Create Gadget up to 1/2 Smarts per quarter as action using any power/modifier on TW list.
Machine Maestro: +1 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery when using machines, +2 with TW machines
Required Knowledge (Electronics, Occult, Science, Repair start at d6)
Complication: Device Dependent
Complication: Enemies
Complication: Gearhead Geek (Quirk hindrance regarding eccentricities with devices)

Hero’s Journey
Magic & Mysticism
Description: Learn 1 new power of any rank from your list, or of Novice rank from any list (Summon Ally)
Magic & Mysticism
Description: Pick one (Automatic raise on success with Entangle)
Training
Description: +1 dice type to Repair, Mr Fixit Edge
Body Armor
Description (Choose any body armor from the book; Triax Mechanic Armor)

RICH
Ranged Weapon - Reduced weight/min str
Ranged Weapon - Increased sturdiness
FILTHY RICH
Body Armor - Built-in Multioptics helmet
Close Combat - +1 Parry
Last edited by Deezy Klatta on Sun Jan 03, 2021 9:33 pm, edited 7 times in total.
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
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Deezy Klatta
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Re: War Breakers - Deezy Klatta: Legendary Techno-Wizard!

Post by Deezy Klatta »

Cash: 0

High Threat Utility Environment Suit
Base Item: Triax T-13 Field Mechanic Armor (+8 armor, +4 toughness, min Str d4, wgt 9, infravision +2 Repair, hvy improvised weapon) 55,000
Minor: +2 Armor
Minor: +1 toughness
Minor: +1 toughness
Minor: 1/2 weight
Major: Power - Environmental Protection
Cost Breakdown
Armor Cost: 75000 (gained via HJ roll)
Hero's Journey Upgrade - Built in Multi-Optics Helmet (see TIAMAT)
Conversion: 1/5 list cost: 15000
5000x4 Minor upgrades: 20000
20000 Environmental Protection power
Omniblaster
Base Item: NG-P7 Particle Beam Rifle (4d8 MD AP 12, RoF 1, 18/36/72 rng, 8 shots/charge, 11lbs, min Str d6; +2d4 dmg on raise, Snapfire) 71,400cr
Major: Wizard Edge (changes weapon trapping only)
Minor: +2 AP
Minor: +2 AP
Minor: +1 Shooting
Minor: +1 Shooting
Cost Breakdown
Weapon Cost: 22000
Hero's Journey Upgrade - Reduce weight and min Str
Hero's Journey Upgrade - Sturdily built; spend benny to avoid Technical difficulties, +2 Hardiness if attacked
Conversion 1/5 list cost: 4400
5000x Minor upgrades: 20000
25000 Edge
TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Base Item: Multi-Optics Goggles, 75,000
Minor: 5 PPE for charging or using power
MInor: +1 Notice
Major: Power - Detect/Conceal Arcana
Major: Power Modifier - Exalted Detect Arcana
Major: Power Modifier - Presence Sense
Cost Breakdown
Item Cost (Gained via HJ roll)
Conversion 1/5 list cost: 5000
5000 Minor upgrade x2: 10000
20000 Detect/Conceal Arcana power
20000 Power Modifier
20000 Power Modifier
Defense Network
Base Item: Vibroblade Vambraces (Str+2d4 MD, AP 10, Min Str d6, +1 Parry) 23200cr
Minor: +2 AP
Minor: +1 Parry
Cost Breakdown
Weapon Cost: 11000
Hero's Journey Upgrade - +1 Parry
Conversion 1/5 list cost: 2200
5000x Minor upgrades: 10000
Last edited by Deezy Klatta on Sun Jan 03, 2021 9:18 pm, edited 1 time in total.
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Deezy Klatta
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Posts: 337
Joined: Mon Dec 19, 2016 12:40 pm

Re: War Breakers - Deezy Klatta: Legendary Techno-Wizard!

Post by Deezy Klatta »

Character Name: Klatta Boy
Rank: Veteran; Advances: 8
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+6, Vigor d12
Pace: 6/12 flight; Parry: 9; Toughness: 35 (20) MD

Intelligent Construct IF
- Construct trait: +2 to recover from Shaken, ignore 1 Wound Penalty, doesn't breathe, immune to disease/poison, wounds healed via Repair, no GH
- Inorganic: Cannot use cyberware
- Outsider (Major): A construct that is recognized as such is generally viewed as property, with no legal protections or rights in most communities. -2 Persuasion
- Core Directive: A Major psychological hindrance that reflects the intended purpose of the machine.
- Wanted: Many powerful factions will hunt for a known intelligent construct in their territory, either to eliminate or to capture and reverse-engineer
- Malfunctions: Constructs are subject to Technical Difficulties

Construct Package (22/22 pts)
- Artificial Intelligence (-2): A Neural Intelligence is highly advanced and beyond most factions. It has no PPE or ISP, and cannot take any of those ABs, nor the Gifted AB.
- Tech Base: TechnoWizard System (-3): Uses 5 PPE per 3 days to stay powered
- Superheavy frame: 12' high, Size 3; cannot use armor/worn gear designed for human sized beings. Sized gear costs x4
- Locomotion: Legs; Pace 6, Running d6
- Advanced Senses (2): +4 to Notice, IR/UV, radiation, motion, radar, cancel penalties from illumination, 360 degree, can record
- Obvious Construct (-2): Only a careful and detailed examination by a skilled investigator can determine the construct is not a living being; can alter appearance within 1 Size with Smarts or Performance check, +2 to imitate individuals, opponents are at -4 (-6 on raise)
- Standard vocal unit (0): The construct can communicate via normal vocalizations
- Feature-locked physiology (-4): Physical attributes (Str, Agi and Vig) cannot be upgraded through experience, Smarts and Spirit can be.
- Attribute Boosts: +9 Str, +3 Agi, +3 Vig (15)
- Armor +20 MDC (5), Expanded Power Storage (1), Reinforced Chassis +4 (2)
- Flight 12 (30mph) (4)
- External Weapon: Starfire Pulse Cannon (3)
- Integral Weaponry: Giant Vibrosword (1)
Skills: (15 + core)
Athletics 1d8 (2)
Persuasion 1d6 (1)
Stealth 1d4
Common Knowledge 1d4
Intimidation 1d6 (2)
Notice 1d8+4 (1)
Fighting 1d12 (4)
Shooting 1d12 (5)

Hindrances
Core Directive - Represent the Interests of Klattatech Heavy Industries
Major - Heroic
Minor - Loyal
Minor - Jealous (openly critical of the products of competing companies)

Attacks
- Starfire Pulse Cannon, 3d10+6 AP 30 MD, 50/100/200, RoF 1, 16 shots, 12 PPE recharge, +1 Shooting
- Giant Vibrosword, 1d12+2d8+6 AP 16 MD, Reach 2
- Unarmed, 1d12+1d4+6

Edges
Hind: Brave
Hind: Martial Artist
Nov1: Synthetic Immortality
Nov2: +1d Spirit
Nov3: +1d Notice, +1d Shooting
Sea1: Frenzy
Sea2: Block
Sea3: Marksman
Sea4: Sharpshooting
Vet1: Sweep
Last edited by Deezy Klatta on Sun Jan 03, 2021 9:27 pm, edited 6 times in total.
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: War Breakers - Deezy Klatta: Legendary Techno-Wizard!

Post by Ndreare »

Note ,if you take Sidekick at Legendary then it will not benefit from the 8 advances. That is to represent the 50% experience of the adventurer he traveled with.

A simple fix that will only change the paperwork is switching out your advancement track as follows.



Advances
Free Edge (Human): Master of Magic
Hindrance: +1d Smarts
Hindrance: Sidekick
HJ: Mr Fixit and +1 dt to Repair
HJ: Magic & Mysticism; Off list spell (Summon Ally)
HJ: Magic & Mysticism; Auto Raise w/entangle
HJ: Body Armor; Chose any armor (Triax Mechanic Armor)
Novice 1 Advance: +1d Smarts
Novice 2 Advance: Power Points
Novice 3 Advance: Rich
Seasoned 1 Advance: +1d Str
Seasoned 2 Advance: Power Points
Seasoned 3 Advance: +1d Tech-Wizard skill, +1d Notice skill
Seasoned 4 Advance: Concentration? Channeling?
Veteran 1 Advance: Rapid Recharge
Veteran 2 Advance: Filthy Rich
Veteran 3 Advance: +1d Occult, +1d Repair
Veteran 4 Advance: Elementalist
Heroic 1 Advance: Sidekick Rapid Recharge
Heroic 2 Advance: +1d Agility
Heroic 3 Advance: +1d Shooting, +1d Fighting
Heroic 4 Advance: New Powers
Legendary 1 Advance: Exceptional Rapid Recharge
  • 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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Deezy Klatta
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Re: War Breakers - Deezy Klatta: Legendary Techno-Wizard!

Post by Deezy Klatta »

But...Sidekick is a Legendary advance. You can't take it...

Oh, I see what you did.

Huh. Hmm.

Yeah, that'd work. I was trying to keep Deezy closer to the build she'd had before, but okay, that'll work. Thanks!
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: War Breakers - Deezy Klatta: Legendary Techno-Wizard!

Post by Ndreare »

Looks good.

I guess with the inclusion of the Starfire Pulse cannon I will need to present some options where there are robots to shoot at. After-all that AP 30 will be useless against smaller stuff.
:)
  • 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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