4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables
Universal Credits 4d6: [4, 4, 3, 5] = 16
Gear or Valuables 2d4: [2, 1] = 3
Hero's Journey 2d20: [13, 1] = 14
Atlan Neirsis - Lyn Srial Techno Wizard
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Atlan Neirsis - Lyn Srial Techno Wizard
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"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Atlan Neirsis - Lyn Srial Techno Wizard
Atlan Neirsis TW Warrior
Novice Male Lyn-Srial, Mechanic
Iconic Framework: Techno-Wizard
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10 (d6), Vigor d6
Skills: Athletics d6, Common Knowledge d4, Electronics d8, Fighting d8, Hacking d8, Language (Lyn Srial) d8, Notice d6, Occult d8, Persuasion d4, Piloting d6, Psionics d8, Repair d8, Science d8, Stealth d4, Techno-Wizardry d8
Pace: 7 (6); Flying Pace: 12; Parry: 6; Toughness: 15 (7)
Strain: 6/6
Hindrances: Code of Honor, Heroic, Overconfident
Edges: Ace, Adept (Psionic), Arcane Background (Techno-Wizardry), Artificer, Jack-of-all-Trades, Master of Magic
Armor: Huntsman Medium Personal Armor
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stake (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Tool Kit
Language: Lyn Srial (native, d8)
Current Wealth: $1,600 Universal Credits and 1,500 in valuables
Arcane Background: Techno-Wizardry (Rifts® TLPG)
Advances
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
Created with Savaged.us
Novice Male Lyn-Srial, Mechanic
Iconic Framework: Techno-Wizard
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10 (d6), Vigor d6
Skills: Athletics d6, Common Knowledge d4, Electronics d8, Fighting d8, Hacking d8, Language (Lyn Srial) d8, Notice d6, Occult d8, Persuasion d4, Piloting d6, Psionics d8, Repair d8, Science d8, Stealth d4, Techno-Wizardry d8
Pace: 7 (6); Flying Pace: 12; Parry: 6; Toughness: 15 (7)
Strain: 6/6
Hindrances: Code of Honor, Heroic, Overconfident
Edges: Ace, Adept (Psionic), Arcane Background (Techno-Wizardry), Artificer, Jack-of-all-Trades, Master of Magic
Armor: Huntsman Medium Personal Armor
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stake (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Tool Kit
Language: Lyn Srial (native, d8)
Current Wealth: $1,600 Universal Credits and 1,500 in valuables
Arcane Background: Techno-Wizardry (Rifts® TLPG)
- P.P.E.: 15
- Powers: Adrenaline Surge (Speed ; SWADE pp167; Limitations: One Aspect, Self), Arcane-Grounding (Dispel; SWADE pp158-159), Rephasic-Dislocater (Teleport; SWADE pp169-170; Limitations: Self)
- I.S.P.: 10
- Powers: Healing (SWADE pp162), Relief (SWADE pp166), Warrior's Gift (SWADE pp169-170; Innate Power; Limitations: Self)
- RACIAL
- Alien Physiology: Lyn-Srial are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Compatible medical supplies/services and cybernetics cost double the listed price.
- Cyber Resistant: Lyn-Srial can’t take cybernetics of any kind.
- D-Bee (Major): The initial Reactions to Lyn-Srial typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
- Flight: Fly at Pace 12 and “run” for extra movement as usual; use Athletics when maneuvering.
- Four Arms: Lyn-Srial ignore 2 points of Multi-Action penalties each turn.
- Wanted (Major): Lyn-Srial are hunted by the Coalition for rescuing and harboring refugees of the Tolkeen war.
- Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
- Low Light Vision: Lyn-Srial ignore Dim and Dark Illumination penalties.
- Non-Standard Build: Lyn-Srial have unique proportions, causing a −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Their custom armor, clothing, and equipment costs triple the listed price. All Starting Gear is assumed to be customized for a hero’s use.
- Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs.
- Strong: Lyn-Srial start with d6 Strength, adjust Trait maximum accordingly.
ICONIC FRAMEWORK - 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 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.
- 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.
- Jack-of-All-Trades (Hero's Journey): Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge.
- l33t haxxor (Hero's Journey): Hacker: +1 when dealing with electronic security using Thievery
Advances
- Adept (Novice 1): May use select powers as self only innate powers. (Applied to Psionics)
- Agility (Novice 2): Agility raised to d8
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
Created with Savaged.us
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Atlan Neirsis - Lyn Srial Techno Wizard
@Lars are Patron items viable in this game?
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Atlan Neirsis - Lyn Srial Techno Wizard
Patron Items
DS-2 TW Exploratory Armor - Customized for Him (Patron Item)
This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
• +7 Armor, +3 Toughness (Unpowered: +3 Armor, +1 Toughness)
• HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them, also granting magical optics. Grants low light vision, the farsight power, as well as the Danger Sense Edge. If the character already has the Danger Sense Edge, then it grants Sixth Sense instead. If the character has both, they get a +1 on the Danger Sense roll, in addition to any other modifiers.
• Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the fly power, but one is only usable underwater.
• Notes: While Powered, the armor grants EBA, increases Strength by two die types, add +1 to Pace, and the wearer ignores Min Str. It has a built in PPE Battery (5 PPE). It is TW Gear and uses TW Armor Activation.
• Minimum Strength: d8 (40 lb)
• Rarity: -8 Cost: 190,000
NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
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• Attachment:
• Attachment:
• Attachment:
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• Attachment:
• Attachment:
• Attachment:
DS-2 TW Exploratory Armor - Customized for Him (Patron Item)
This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
• +7 Armor, +3 Toughness (Unpowered: +3 Armor, +1 Toughness)
• HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them, also granting magical optics. Grants low light vision, the farsight power, as well as the Danger Sense Edge. If the character already has the Danger Sense Edge, then it grants Sixth Sense instead. If the character has both, they get a +1 on the Danger Sense roll, in addition to any other modifiers.
• Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the fly power, but one is only usable underwater.
• Notes: While Powered, the armor grants EBA, increases Strength by two die types, add +1 to Pace, and the wearer ignores Min Str. It has a built in PPE Battery (5 PPE). It is TW Gear and uses TW Armor Activation.
• Minimum Strength: d8 (40 lb)
• Rarity: -8 Cost: 190,000
NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Atlan Neirsis - Lyn Srial Techno Wizard
NG-300 Speedster
Size: 2 (Normal)
Handling: +2
Top Speed: 220 MPH
Toughness: 17 (9)
Crew: 1+1
Mods: 1
Cost: 153,000 + 15,300 for TW conversion
Notes: Exposed Crew, Hovercycle, TW Conversion, Rarity –1.
Weapons: Anti-Personnel Laser (Fixed Front)
Size: 2 (Normal)
Handling: +2
Top Speed: 220 MPH
Toughness: 17 (9)
Crew: 1+1
Mods: 1
Cost: 153,000 + 15,300 for TW conversion
Notes: Exposed Crew, Hovercycle, TW Conversion, Rarity –1.
Weapons: Anti-Personnel Laser (Fixed Front)
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell