Ozzati - Amaki Stone Man Techno Wizard

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Ozzati
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Ozzati - Amaki Stone Man Techno Wizard

Post by Ozzati »

Character Sheet

Character Name OZZATI
Rank: 2 Novice Advances Left: 0
Race: Amaki Stone Man
Iconic Framework: Techno Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0

Skills:
CORE
  • Athletics (Ag) d4
  • Common Knowledge (Sm) d4 --> d10 +1
  • Notice (Sm) d4 --> d10
  • Persuasion (Sp) d4
  • Stealth (Ag) d4
STANDARD
  • Electronics (Sm) d6 +1
  • Fighting (Ag) d6
  • Hacking (Sm) d4 -2 (+1/+2)
  • Occult (Sm) d10
  • Repair (Sm) d6 (+1/+2)
  • Research (Sm) d4 (+1/+2)
  • Science (Sm) d10
  • Techno-Wizardry (Sm) d10
  • Thievery (Ag) d4 -2 (+1/+2)

Hindrances:
  • Communion with Stone (Major): Must meditate and be one with the earth or stone, once per day (Obligation)
  • Stalwart Observer (Minor): Analysis of the situation before action (Cautious)
  • Moss Covered Stone (Minor): Pace 5, Run Die d4 (Slow)
Racial Abilities
POSITIVE RACIAL TRAITS
  • Regeneration (2): Make natural healing roll one per day.
  • Hardy and Tough (5): Second Shaken result doesn't cause a wound and +3 Toughness
  • Low Light Vision (1): Ignore dim and dark illumination
  • Strength & Vigor (4): Start with Strength d6 and Vigor d6
NEGATIVE RACIAL TRAITS
  • D-Bee (-2)
  • Inhuman Physiology (-3)
  • Sinks Like a Stone (-1): Can't Swim Hindrances
  • Clueless (-2): a race new to North America, -1 to Common Knowledge and Notice checks
  • Weakness: Magic and Psionics (-2): +4 damage from these sources (this is a hack, because I think -4 to resist these is overkill) 100% applies to TW and enchanted items
Edges and Iconic Abilities:
  • Regeneration
    Hardy
    Tough
    Low Light Vision
    Strength & Vigor
  • Arcane Background (Techno Wizard)
    Arcane Machinist
    Machine Maestro
  • Master of Magic (IA)
    New Powers [arcane protection, protection] (IA)
  • Power Points [+5 || 20] (1N)
    New Powers [Sound/Silence, Detect/Conceal Arcana] (2N)
  • Edge: brief description


Ozzati
- Amaki Stone Man Techno Warrior (Lithomancer)
Last edited by Ozzati on Thu Apr 09, 2020 2:46 pm, edited 6 times in total.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
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Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Ozzati - Background

Post by Ozzati »

Background (post background as a reply to character sheet)
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Ozzati - Cybernetics

Post by Ozzati »

Cybernetics

NO CYBER

OOC Comments
Name (how many times selected, i.e. 1 or 2) - Strain: 0
Abilities and bonuses
Last edited by Sgt 86Delta on Sat Jan 18, 2020 1:40 pm, edited 1 time in total.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Ozzati - Powers

Post by Ozzati »

Powers

Arcane Background: Magic
PPE: 20 - Recovery: 5/hour/30 minutes/15 minutes/5 minutes

Powers List _
arcane protection, barrier (S), blast (S), blind, bolt, boost/lower Trait, burrow, burst, confusion, damage field (S), darksight, deflection, detect/conceal arcana, dispel (S), drain Power Points (V), entangle, environmental protection, farsight (S), fly (V), havoc, healing, intangibility (H), invisibility (S), light/darkness, protection, relief, slumber (S), smite, sound/silence, speak language, sloth/speed, stun, telekinesis (S), teleport (S), wall walker, and warrior’s gift (S).
Trapped Power Name [Elemental Manipulation] (1 PPE Cost) [Novice]
Range: Smarts (10)
Duration: 5 rnds
Trapping: Chosen Trapping
Effect
: This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.

Here are some ideas for what each element can do. Each is an action.
  • AIR: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
  • EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
  • FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
  • WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
Modifiers
:
  • ELEMENTAL FURY (+2):
    Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
  • EXALTED MANIPULATION (+2):
    The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
  • ONE WITH THE ELEMENTS (+1):
    The power’s Duration is measured in minutes instead of rounds.
  • [modifier](cost)

Trapped Power Name [Object Reading] (2 PPE Cost) [Seasoned]
Range: Touch
Duration: Special
Trapping: Chosen Trapping
Effect
: Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence.

Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time. When watching an actual event, it occurs in real time, just as if watching a digital tape.
Modifiers
:
  • AUDIBLE HISTORY (+2):
    The caster can now hear sounds and conversations as well.
  • DEEP READING (+2):
    The character can see anything that occurred within line of sight of the object.
  • PSYCHOMETRIC PROJECTION (+2):
    The caster may broadcast the vision, projecting it out into a space the size of a small room. Anyone present may see and hear the events and examine the projection from all angles.

Trapped Power Name [Environmental Protection] (2 PPE Cost) [Novice]
Range: Smarts (10)
Duration: One hour
Trapping: Chosen Trapping
Effect
: Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.

Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of superintense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.

Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
Modifiers
:
  • ADDITIONAL RECIPIENTS (+1):
    The power may affect more than one target for 1 additional Power Point each.
  • LIFE SUPPORT (+1):
    The power protects against an additional negative environmental effect per additional Power Point spent.
  • [modifier](cost)

Trapped Power Name [Burrow] (2 PPE Cost) [Novice]
Range: Smarts (10)
Duration: 5 rnds
Trapping: Chosen Trapping
Effect
: Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of “limbo” or burrow through the ground at half his normal Pace (or full Pace with a raise). He may not run.

A burrowing character may attempt to surprise a foe by making an opposed Stealth versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise, the burrower gets the Drop. Targets on Hold may attempt to interrupt the attack before it occurs.

Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.
Modifiers
:
  • ADDITIONAL RECIPIENTS (+1):
    The power may affect more than one target for 1 additional Power Point each.
  • POWER (+1):
    The caster can burrow through stone, concrete, or similar substances. (Some substances, like plastic, glass, solid lead, etc., might be resistant at the GM’s discretion.)
  • GREATER BURROW (+2):
    The burrow­ing character moves at her full Pace (× 2 with a raise).

Trapped Power Name [Entangle] (2 PPE Cost) [Novice]
Range: Smarts (10)
Duration: Instant
Trapping: Chosen Trapping
Effect
: Entangle allows the caster to restrain a target with ice, bands of energy, or other vinelike Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound.

Victims may break free on their turn as detailed under Bound & Entangled on page 98.
Modifiers
:
  • AREA OF EFFECT (+2/+3):
    For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
  • STRONG (+2):
    The entangling material is particularly resilient. Rolls to break free are made at −2 and its Toughness increases to 7.
  • GREATER ENTANGLE (+4):
    Rolls to break free are made at −4 and the entangling material’s Hardness increases to 10.

Trapped Power Name [Protection] (1 PPE Cost) [Novice]
Range: Smarts (10)
Duration: 5
Trapping: Chosen Trapping
Effect
: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.

Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.

Protection doesn’t normally stack with other armor, but see the Toughness modifier.
Modifiers
:
  • ADDITIONAL RECIPIENTS (+1):
    The power may affect additional targets at a cost of 1 Power Point each.
  • MORE ARMOR (+1):
    Success grants 4 points of Armor (+6 with a raise).
  • TOUGHNESS (+2):
    Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise). This means it stacks with natural or worn armor.
  • GREATER PROTECTION (+3):
    Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier, but not More Armor.

Trapped Power Name [Arcane Protection] (1 PPE Cost) [Novice]
Range: Smarts (10)
Duration: 5
Trapping: Chosen Trapping
Effect
: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.

Arcane protection stacks with Arcane Resistance should the recipient have both!
Modifiers
:
  • ADDITIONAL RECIPIENTS (+1):
    The power may affect more than one target for 1 additional Power Point each.
  • EXALTED ARCANE PROTECTION (+2):
    Hostile powers suffer a −4 penalty (– 6 with a raise).

Trapped Power Name [Sound/Silence] (1 PPE Cost) [Novice]
Range: Smarts x5 (50; Sound); Smarts (10; Silence)
Duration: Instant (Sound); 5 (Silence)
Trapping: Chosen Trapping
Effect
: Sound mimics any known sound or voice, emanating from a point of origin within Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts.

Silence does the opposite, muting all sound up to a loud shout within a Large Blast Template. A raise on the roll mutes all sound, no matter how loud. Those with Arcane Background (Magic) and Arcane Background (Miracle) cannot activate powers while silenced.
Modifiers
:
  • MOBILE (+1):
    The caster can move the area of effect up to his arcane skill die type each round.
  • TARGETED (+1):
    Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Each victim resists with Spirit (at −2 if the power is activated with a raise).
  • EXALTED SOUND/SILENCE (+1):
    Targets oppose the caster at −2 or –4 with a raise; silenced magic users cannot activate new powers.

Trapped Power Name [Detect Arcana] (2 PPE Cost) [Novice]
Range: Smarts (10)
Duration: 5
Trapping: Chosen Trapping
Effect
: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.

Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
Modifiers
:
  • ADDITIONAL RECIPIENTS (+1):
    The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
  • EXALTED DETECT ARCANA (+2):
    Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
    • Active powers and arcane abilities.
    • Type of supernatural creature (vampire, werewolf, dragon, etc.).
    • Enchantments present on an item.
    • Amount of PPE or ISP possessed by a target.
    • Other information the GM allows.
    When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
  • PRESENCE SENSE (+1):
    The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.

Trapped Power Name [Conceal Arcana] (2 PPE Cost) [Novice]
Range: Smarts (10)
Duration: One hour
Trapping: Chosen Trapping
Effect
: Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale (see the Size Table page 179).

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
Modifiers
:
  • AREA OF EFFECT (+1/+2):
    Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
  • STRONG (+1):
    Conceal only. Detection rolls to see through the concealment are made at −2.
  • EXALTED CONCEAL ARCANA (+2):
    The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
  • PRESENCE SENSE (+1):
    The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.

Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)
Last edited by Sgt 86Delta on Sat Jan 18, 2020 8:47 pm, edited 9 times in total.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Ozzati - Gear

Post by Ozzati »

Gear (post gear as a reply to character sheet)



Body Armor:
Adventure Survival Light Armor
• Armor: +4 Toughness: +1
• Weight: 5 lbs (Min Str: d4)
• Rarity: -1; Cost: 10,500
Notes: +2 vs all Hazards

Sidearm:
TK Revolver
• Range: 12/24/48
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 6
• Weight: 4 lbs. (Min Str: d4)
• Rarity: -1 Cost: 15,000
Notes:
  • A Colt Peacemaker; can still fire standard rounds.
  • Add one TW Minor Upgrade: TRAPPING (Sound)
    • Calving Stone
    • Deafen: A Shaken or better from damage results in a -2 penalty to hearing-based Notice rolls for the target until they recover from being Shaken.
#Spulgorth Forearm Plasma Blaster (
• Range 30/60/120,
• Damage 3d10,
• RoF 1, Mega Damage,
• Shots 20,
• Weight: ?? lbs. (Min Str: Size 2+)
• Rarity: ?? Cost: 4,000 Salvage
Notes: Does not need to be drawn, Requires Size 2+, unique E-Clip means once ammo is spent, must be recharged from a Spulgorth Barge) (4,000 Salvage)


Tool Kit
Info

NG-S2 Survival Pack (20 lb)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes
Item
Info

Credits:
Credits Abound
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables

Contacts
Last edited by Sgt 86Delta on Mon Jan 20, 2020 10:29 am, edited 4 times in total.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Ozzati - Advances

Post by Ozzati »

Advances (post Advances as a reply to character sheet)
Listed in Character Creation Order to assist in conflicts.

Choose Race (Choose a Race, apply resulting modifiers)
Race: Amaki Stone Man
Racial Abilities
POSITIVE RACIAL TRAITS
  • Regeneration (2): Make natural healing roll one per day.
  • Hardy and Tough (5): Second Shaken result doesn't cause a wound and +3 Toughness
  • Low Light Vision (1): Ignore dim and dark illumination
  • Strength & Vigor (4): Start with Strength d6 and Vigor d6
NEGATIVE RACIAL TRAITS
  • D-Bee (-2)
  • Inhuman Physiology (-3)
  • Sinks Like a Stone (-1): Can't Swim Hindrances
  • Clueless (-2): a race new to North America, Stranger in a Strange Land
  • Weakness: Magic and Psionics (-2): +4 damage from these sources (this is a hack, because I think -4 to resist these is overkill) 100% applies to TW and enchanted items

Choose Iconic Framework (Choose an Iconic Framework not excluded by your Race, noting Edges, Hindrances, Skills, and other modifiers.)
Iconic Framework: Techno Wizard
Hero's Journey
  • One (1) roll on the following tables: Education, Enchanted Items & Mystic Gadgets, and Magic & Mysticism.
  • Another (1) roll on any table except Psionics.
POWERS
arcane protection, barrier (S), blast (S), blind, bolt, boost/lower Trait, burrow, burst, confusion, damage field (S), darksight, deflection, detect/conceal arcana, dispel (S), drain Power Points (V), entangle, environmental protection, farsight (S), fly (V), havoc, healing, intangibility (H), invisibility (S), light/darkness, protection, relief, slumber (S), smite, sound/silence, speak language, sloth/speed, stun, telekinesis (S), teleport (S), wall walker, and warrior’s gift (S).

ABILITIES and BONUSES

  • 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 [Environmental Protection, Burrow, Damage Field], 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.
COMPLICATIONS

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


Hero’s Journey (If playing a MARS character, roll on the MARS Fortune & Glory Table, page 46. Roll on the Hero’s Journey tables as listed for your Iconic Framework. Roll for Narrative Hook to determine how your character ties to the story.)
Hero’s Journey
  • Magic & Mysticism Table (1d20) [dice:1tjmhrhv]61501:2[/dice:1tjmhrhv]: (7) Magic users benefit from a variety of spells. Your hero gains either the New Powers Edge or any one power normally unavailable (except resurrection). [ELEMENTAL MANIPULATION]
  • Magic & Mysticism Table (1d20) [dice:1tjmhrhv]61501:0[/dice:1tjmhrhv]: (19:9) Magic users benefit from a variety of spells. Your hero gains either the New Powers Edge or any one power normally unavailable (except resurrection). [OBJECT READING]

Hindrances (Select up to 4 points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). For 2 Hindrance points you can raise an attribute one die type or choose an Edge. For 1 Hindrance point you can gain another skill point or gain additional Starting Funds equal to twice your Iconic Framework’s starting amount.)
  • Hindrance: Obligation (Major)
  • Hindrance: Cautious (Minor)
  • Hindrance: Slow (Minor)
Attributes (You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
  • Agility: d4 --> d6 (1)
  • Smarts: d4 --> d10 (3)
  • Spirit: d4 --> d6 (1) --> d8 (3N)
  • Strength: d4 --> d6 (Racial)
  • Vigor: d4 --> d6 (Racial)
Skills (Athletics, Common Knowledge,Notice, Persuasion, and Stealth are core skills and start at d4 for free—see Expanded Skill Applications starting on page 71. More Skill Points is a Setting Rule, you have 15 points to put into skills. Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.)
Skills:
Academics (Sm)
Athletics (Ag) - d4 (Core)
Battle (Sm)
Boating (Ag)
Common Knowledge (Sm) - d4 (Core) --> d10 (3) --> +1 (IF cond.)
Driving (Ag)
Electronics (Sm) --> d6 (IF)--> +1 (IF cond.)
Faith (Sp)
Fighting (Ag) --> d6 (2)
Focus (Sp)
Gambling (Sm)
Hacking (Sm) --> +1/+2 (IF cond.)
Healing (Sm)
Intimidation (Sp)
Language (Sm)
Notice (Sm) - d4 (Core) --> d10 (3)
Occult (Sm) --> d6 (IF) --> d10 (2)
Persuasion (Sp) - d4 (Core)
Piloting (Ag)
Psionics (Sm)
Repair (Sm) --> d6 (IF) --> +1/+2 (IF cond.)
Research (Sm) --> d4 (1) --> +1/+2 (IF cond.)
Riding (Ag)
Science (Sm) --> d6 (IF) --> d10 (2)
Shooting (Ag)
Spellcasting (Sm)
Stealth (Ag) - d4 (Core)
Survival (Sm)
Swimming (St)
Taunt (Sp)
Techno-Wizardry (Sm) --> d6 (IF) --> d10 (2)
Thievery (Ag) --> +1/+2 (IF cond.)
Weird Science (Sm)

Derived Statistics
Strain maximum (see page 71) is the lower of Spirit or Vigor die type.
Pace is 6″ but may be changed by racial abilities, Edges, or Hindrances.
Parry is 2 plus half of Fighting.
Toughness is 2 plus half of Vigor, plus any Armor.

Edges (Born a Hero is a Setting Rule; ignore Rank Requirements during character creation. Use any leftover Hindrance points to take Edges if you like. Each Edge costs 2 Hindrance points, Humans begin with an Edge as usual. Born a Hero applies to this edge)
  • Edge: Master of Magic
  • Edge: New Powers [arcane protection, protection]
Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.

Initial Advances: (Bonus from Hindrances):
  • Master of Magic Edge
  • New Powers Edge (Protection, Arcane Protection)
Edge(s) granted by Racial Features:
Cybernetic Modifications: NONE
Novice 1 Advance: Power Points Edge (+5 || 20 Total)
Novice 2 Advance: New Powers Edge (Sound/Silence, Detect/Conceal Arcana)
Novice 3 Advance: Q12020 INC Spirit +1DT (d8)
Seasoned 1 Advance:
Seasoned 2 Advance:
Seasoned 3 Advance:
Seasoned 4 Advance:
Veteran 1 Advance:
Veteran 2 Advance:
Veteran 3 Advance:
Veteran 4 Advance:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
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