About Agate CopperdyneAgate Copperdyne Derived Stats
Attributes
Attribute Dicebots:
[dice=Agility]1d8[/dice] [dice=Wild]1d6[/dice] [dice=Smarts]1d10[/dice]
[dice=Spirit]1d4[/dice]
[dice=Strength]1d4[/dice]
[dice=Vigor]1d6[/dice]
Skills
Other Skills
Skill Dicebots:
[dice=Academics]1d4[/dice] [dice=Wild]1d6[/dice] [dice=Athletics]1d4[/dice]
[dice=Common Knowledge]1d4[/dice]
[dice=Electronics]1d10[/dice]
[dice=Fighting]1d8[/dice]
[dice=Hacking]1d4[/dice]
[dice=Healing]1d4[/dice]
[dice=Notice]1d8[/dice]
[dice=Occult]1d10[/dice]
[dice=Persuasion]1d4[/dice]
[dice=Repair]1d10[/dice]
[dice=Research]1d4[/dice]
[dice=Science]1d8[/dice]
[dice=Shooting]1d8[/dice]
[dice=Stealth]1d4[/dice]
[dice=Techno-Wizardry]1d10[/dice]
[dice=Thievery]1d4[/dice]
MODIFIERS 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. Hindrances
Edges
Techno-Wizard Powers
Gear:
Techno-Wizard Abilities, Bonuses, Complications:
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 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
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.
TECHNO-WIZARD 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.
Gear:
Ley Line Walker Medium Armor (TW) Armor +6 Toughness +2 Min Str d4 Weight 8 Note: +4 vs disease and poison (Modified: Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor.) Magic Optic System
Survival Knife, modified
JA-11 Juicer Assassin Energy Rifle
Multi-Optics Scope: An advanced scope with thermal, infrared, and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons (1 lb., 3000 credits). Telekinetic (TK) Revolver
NG-S2 Survival Pack
Repair Kit, Field
Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity.
Dosimeter: Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. What’s more, the effects of some Rifts create radiation threats,
Core Electronics Package (1): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category. Wilk's Laser Scalpel: This is a laser tool designed for delicate surgery. The scalpel has several settings for under one S.D.C. point of damage and can inflict as much as 1D6 S.D.C. points. It is not meant to be used as a weapon. Range is six inches. Horse Stats:
Riding horses compromise speed with carrying capacity. Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8 Skills: Athletics d8, Fighting d4, Notice d6 Pace: 12; Parry: 4; Toughness: 8 Edges: Fleet-Footed. - The hero’s Pace is increased by +2 and his running die increases one step (from d6 to d8, for example). Special Abilities: Kick: Str + d4, to the front or rear as desired. Size 2: Typical quarter horse of about 1,000 lbs. Advances:
1) Add ride skill at d4 and increase thievery skill to d6. |