Trinia Sabor

Agate Copperdyne's page

93 posts. Alias of Clebsch73.


Race

Human

Classes/Levels

Techno-Wizard (Novice) | Bennies Spent: 1

Gender

Female

About Agate Copperdyne

Agate Copperdyne

Derived Stats
Pace: 6
Parry: 6
Toughness: 13 (6 armor)

Attributes
Agility d8
Smarts d10
Spirit d4
Strength d6
Vigor d6
Max Strain: 4
Current Strain: 1

Attribute Dicebots:

[dice=Agility]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Smarts]1d10[/dice]
[dice=Wild]1d6[/dice]

[dice=Spirit]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Strength]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Vigor]1d6[/dice]
[dice=Wild]1d6[/dice]

Skills
Core Skills
Athletics (Agility) d4
C. Know. (Smarts) d4 +2 (CEP)
Notice (Smarts) d8
Persuasion (Spirit) d4
Stealth (Agility) d4

Other Skills
Academics (Smarts) d4
Electronics (Smarts) d10 +2 (CEP)
Fighting (Agility) d8
Hacking (Smarts) d4 +2 (CEP)
Healing (Smarts) d4
Occult (Smarts) d10
Repair (Smarts) d10 +2 (CEP)
Research (Smarts) d4 +2 (CEP)
Ride (Agility) d4
Science (Smarts) d8
Shooting (Agility) d8
Techno-Wizardry (Smarts) d10
Thievery (Agility) d6
CEP = Core Electronics Package cyberware.

Skill Dicebots:

[dice=Academics]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Athletics]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Common Knowledge]1d4[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (CEP)

[dice=Electronics]1d10[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (CEP)

[dice=Fighting]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Hacking]1d4[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (CEP)

[dice=Healing]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Notice]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Occult]1d10[/dice]
[dice=Wild]1d6[/dice]

[dice=Persuasion]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Repair]1d10[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (CEP)

[dice=Research]1d4[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (CEP)

[dice=Science]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Shooting]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Stealth]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Techno-Wizardry]1d10[/dice]
[dice=Wild]1d6[/dice]

[dice=Thievery]1d4[/dice]
[dice=Wild]1d6[/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
Code of Honor (Major)
Curious (Major)

Edges
Sidekick
Artificer
Rich/Filthy Rich

Techno-Wizard Powers
Healing [Spray directs nanoswarm that heals]
Protection [wand directs force field at target(s)]
Smite [device on belt transfers magic to weapon]
PPE: 15
Techno-Wizard Skill: d10

Gear:
Cash: 20,300 credits
Ley Line Walker Medium Armor (TW) Armor +5 Tough +2 Min Str d4 Weight 8
Survival Knife Dam Str +d4 AP 2 Min Str d4 Weight 1 Cost 50
JA-11 Energy Rifle with Multi-Optics Scope
Telekinetic (TK) Revolver Range 12/24/48 Damage 3d6 ROF 1 AP 3 Rounds 6 Min Str d4 Weight 4
Magic Optic System goggles
NG-S2 Survival Pack
Field Repair Kit
Communicator
Dosimeter
Core Electronics Package (Strain: 1)
Wilk's Laser Scalpel
Appaloosa horse with saddle and tack
Total Weight: 53 lb (some of this is carried by her sidekick or by his animal companion (bear).

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
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.

TECHNO-WIZARD COMPLICATIONS
The unique nature of the Techno-Wizard’s abilities and practices provides her with some special challenges.

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
Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use (1 lb, 30,000 credits).

Survival Knife, modified
Dam Str+d4 Min Str d4 Weight 1 Cost 50 Basic tools in handle add +1 to Survival rolls. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.

JA-11 Juicer Assassin Energy Rifle
Range 30/60/120 Damage 4d6 ROF 1 AP 4 Shots 30* Min Str d6 Weight 7
Notes: Heavy Beam. Integrated Multi-Optics Scope.
As a free action, switch to ion beam (as an NG-IP7): Range 20/40/80 Dam 1--3d10 ROF 3 AP - Shots 30 Min Str d6
or fire a bullet (as 1 shot hunting rifle): Range 24/48/96 Dam 2d8 AP 2 ROF 1
*Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3.
Has the Multi-Optics Scope attached.

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
Range 12/24/48 Damage 3d6 ROF 1 AP 3 Rounds 6 Min Str d4 Weight 4
Notes: A Colt Peacemaker; can still fire standard rounds.

NG-S2 Survival Pack
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
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.

Repair Kit, Field
Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM (10 lb, 4000 credits).

Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity.
(1 oz, 1,500 credits, or 3,500 for one that can sustain minor Mega Damage).

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,
making a device like this very useful. It can accurately detect the presence and amount of radiation with a Range of 5/10/20. (1 lb, 200 credits)

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.