Hindrances:
(Minor) Habit
(Minor) Ugly
(Major) Elderly
Quirk: Is convinced Machines are self-aware, and have personalities. Tends to name every one of them.
Edges:
Hindrance: Master of Magic
Hindrance: Rich
N1 Increase Smarts
N2 Power Points
N3
S1 Increase Smarts
S2 Spare Parts (from Thousand Islands of South America)
S3 New Powers: Warrior's Gift and
V1 Increase Agility
V2 Skill Increase: Driving and Shooting
V3 Combat Ace
Edges:
SPARE PARTS Requirements: Seasoned, Gizmoteer or Techno-Wizard, or Weird Science, Science d8+. Some characters take recycling to an artform, not wasting a single circuit when building new devices. Characters with thisEdge may cannibalize existing, functionaltech in their possession when paying thecost for creating, upgrading, or convertingitems. Gear cannibalized in this wayprovides its full list value towards the costin raw materials of the new work. In the event the gear is worth more than the cost of the new item, any excess is retained as rawmaterials for the next time. Minor problemslike Glitches or Vehicle Fatigue do not impactthe value. However, severely damaged ormalfunctioning gear loses a percentage of itsvalue as follows (seeTechnical Diculties in theTomorrow Legion Player's Guide): Wounds: –25% credit value each. Serious Problem: –20% credit value. Severe Failure: –40% credit value.
Heroic Journey: +1 Die Repair and Mr. FixIt
Heroic Journey: Choose a spell off the list.
Ace
∙One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
∙One sleeping bag, also insulated.
∙One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
∙One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to other if the sun is out.
∙One short-range radio, five mile range. One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
∙One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
∙Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
∙One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
∙One survival knife, one small hatchet, and one wooden cross.
∙Four signal flares.
∙One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
∙One bar of soap and a sterilized cloth.
∙One canteen.
∙Two weeks worth of minimal sustenance survival rations in sealed pouches.