Google Handle: email@example.com
Character Name Freya Kay
Rank: Novice Experience: 16 Advances Left: 0
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; PPE: 20
+2 Charisma whenever he is speaking or otherwise using his voice with TW Communications Band
Skills: (Keep in mind Machine Maestro Bonus)
- Driving (Agility) d6
- Gambling (Smarts) d4 (Untrained)
- Healing (Smarts) d4 (Untrained)
- Investigation (Smarts) d6
- Knowledge (Common) d10
- Knowledge (Arcana) (Smarts) d10
- Knowledge (Engineering) (Smarts) d10
- Knowledge (Science) (Smarts) d6
- Knowledge (Any Other) (Smarts) d4 (Untrained)
- Lockpicking (Agility) d4
- Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
- Persuasion (Spirit) d4 (+1 and another +2 if using her voice with TW Communications Band)
- Piloting (Agility) d4
- Repair (Smarts) d10+2 (Half repair time Mr. Fix it Edge)
- Shooting (Agility) d4 (+1 with her TK Revolver)
- Stealth (Agility) d4
- Streetwise (Smarts) d4 (+1 and another +2 if using her voice with TW Communications Band)
- Survival (Smarts) d4 (Untrained)
- Techno-Wizardry (Smarts) d10
- Taunt (Smarts) d4 (Untrained)
- Tracking (Smarts) d4 (Untrained)
- Hindrance (Major): Pacifist
Won’t fight living characters under any circumstances. They may defend themselves, but won’t do anything to permanently harm sentient, living creatures. Note that undeniably evil creatures, undead, demons, and the like are fair game. A Major Pacifist might also fight with nonlethal methods, such as with his fists. Such characters only do so when obviously threatened, however.
- Hindrance (Minor): Loyal
Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
- Hindrance (Minor): Big Mouth
Loose lips sink ships, the saying goes. Your hero’s mouth could drown an armada. Your character can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.
- Hindrance (Minor - Techno-Wizard): Quirk
She absolutely WANTS to investigate and repair any machine she finds.
- Arcane Background (Weird Science) - Techno-Wizardry:
Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
- Arcane Machinist:
Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at -2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
- Machine Maestro:
A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
- 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 the following skills for free: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.
- Master of Magic:
Requirements: Seasoned, Arcane Background (Weird Science), Smarts d8+, Arcane Skill d8+, Knowledge (Arcana) d6+
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
Requirements: Novice, Smarts d6+, Repair d6+, Notice d8+
This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations. In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.
- Mr. Fix it:
Requirements: Novice, Arcane Background (Weird Science), Smarts d10+, Repair d8+, Tecno-Wizardry d8+, at least two other scientific Knowledge skills at d6+.
The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repair it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
- Jack-of-All-Trades Edge:
Requirements: Novice, Smarts d10+
Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There is little he can’t figure out given a little time and a dash of luck. Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
Unless the hero is planning to remain in one location for a serious length of time, annual salary really isn’t part of the equation for his wealth. He’s managed to accumulate a bit of money, but more importantly, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice.
Zone Ranger ATV (TW)