Anon Smith (Techno-Wizard)

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Anon
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Anon Smith (Techno-Wizard)

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HJ:
  • [dice]0[/dice] Education: Your character's innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Knowledge (Computers) at d8, as well as +2 when dealing with electronic security.
  • [dice]1[/dice] Education: The principles of technology are vital to building a future out of the catastrophes of the past. Your hero has the necessary foundation to be a part of that with a d8 in Knowledge (Electronics). She also gains +1 on any Repair rolls with electronic machinery.
  • [dice]2[/dice] Magic: More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
  • [dice]3[/dice] Training: Part of your character's extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval.
  • [dice]4[/dice] Magic: Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0)
Hook: [dice]6[/dice]

EP Gear Tables:
  • [dice]5[/dice] Enchanted Items & Mystical Gadgets: A cunning pair of goggles that speaks of a fashion that never goes out of style, your character’s Magic Optic System is a favorite accessory.
Anon
Anon Smith a human Techno-Wizard
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Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Just a Guy

Post by Anon »

Character Sheet
Player Name: Tim
Google Handle: MyDogIsAnEquestrian@gmail.com
Anon Smith
Rank: Heroic Experience: 75 Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d8 (2), Smarts d12 (4), Spirit d8 (2), Strength d6 (1), Vigor d8 (2)
Charisma: 0; Pace: 6; Parry: 5 (7 w/Survival Knife); Toughness: 14(6); Strain: 0
Skills:
  • Fighting d6 (2)
  • Shooting d8 (3)
  • Piloting d8 +2 (Ace) (3)
  • Driving d8 +2 (Ace) (3)
  • Notice d8 +2 w/magic optic system (3)
  • Techno-Wizardry d12 (2)
  • Repair d12+2 (2)
  • K/Electronics d8 (0)
  • K/Computers d8 (0)
  • K/Arcana d10 (2)
  • K/Engineering d10 (2)
  • K/Science d8 (1)
Hindrances
  • Curious (Major): Anon is always looking to learn a new thing or to try something he hasn’t attempted before. That attitude can lead to breakthroughs in the workshop, but it can also get him into trouble. He is easily dragged into any adventure, has to check out everything, and always wants to know what's behind a potential mystery.
  • Hard of Hearing (Minor): Working with big machines and munitions his whole life was bound to have side effects. As a Minor Hindrance, Anon subtracts 2 from all Notice rolls made to hear, including awaking due to loud noises.
  • Quirk (Minor): Anon “hears” machines and will occasionally interject a piece of gear or vehicle’s “thoughts” into conversations with his companions. He is not infrequently found in debates with various devices, some of them quite heated.
  • Vow (Minor) (Fight demons): After his experiences in Tolkeen and again with the 1st battling demonic former team members and almost dying in a literal Hell Pit, Anon has a thing about demons. If they show up, he feels compelled to do whatever he can to take them out.
Swapping
Swapped out Anemic, with GM permission. Just wasn't feeling this Hindrance for him.
[*]Anemic (Minor): Growing up, Anon bounced between orphanages, group homes, and the street. Phrases like “proper nutrition” and “preventive medicine” were just words to him, and he caught more than his share of nasty bugs. His immune system never fully recovered from his rough upbringing, and he is particularly susceptible to sickness, disease, environmental effects, and fatigue. He subtracts 2 from all Fatigue checks, such as those made to resist poison and disease.
Edges
  • Arcane Background (Techno-Wizardry): Starts with 3 powers (armor, slow, and teleport) and 15 PPE. Note: telepathy added to spell list via "Expanded Understanding" EP purchase.
  • Ace (HJ): +2 to Piloting, Driving, Boating; may make Soak rolls for vehicles at -2.
  • Master of Magic (Human): May cast mega versions of powers.
  • Power Points (multiple) Gain +5 PPE.
  • Brave (free Advance for mass battle post): Those with this Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant they’ve just lost their normal “fight or flight” responses. Either way, your hero adds +2 to Fear tests. If the character is in a setting that uses Guts as a Setting Rule, it adds to that as well.
  • Mr. Fix-It: +2 to Repair, halve Repair times with a raise.
  • McGyver: Don't need tools.
  • Elan: +2 when using a Benny.
Bennies 2
3 to start
+1 for EE
PPE 35
35 base, regen 1/hour
Ammo Tracker
Multi Assault Rifle: 60 shots, 5 PPE
Wilk's 320 Laster Pistol: 20 shots, 2 spare e-clips
Adventure Cards
None because I don't like them and also because VV bribes us not to use them.
Wounds 0, Fatigue 0
Anon
Anon Smith a human Techno-Wizard
Character Sheet
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Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Just a Guy

Post by Anon »

Background
Anon grew up in Stormspire and his earliest background is something of a mystery. He was orphaned as a baby and became a ward of the city (“Anon” is short for “Anonymous Human Infant”) until he grew old enough to take an apprenticeship and the city could pass him off on someone else. One of the Techno-Wizard guilds in town, a moderately sized group calling themselves the “Hammers of Vulcan” after the legendary pre-Rifts god of the forge, came across Anon loitering outside of one of their shops, recognized his magical talent, and put him to work. He moved into the shop and after a time was given the last name “Smith” to reflect his new life as a craftsman.

The Hammers specialize in making Techno-Wizard weapons and armors, and Anon got an extensive education in the finer points of war-crafting. He also showed a real aptitude and love for vehicles, and as he grew into a teenager he took to hovercycle racing in the streets with his friends. He got pretty good at it (though never great), and still thinks of himself as a racer deep down. He wrecked his last hovercycle, but he plans to beg, buy or build another one as soon as he gets the chance.

Anon first made contact with the Tomorrow Legion at the end of the Tolkeen war. He had been accompanying a shipment of Techno-Wizard weaponry from Stormspire to the defenders of Tolkeen when the Coalition’s final assault began, and he got caught up in the crossfire. Like everyone else in the city, he fought desperately against the Coalition attack, and when the city fell he and a small band of refugees managed to slip away. After a couple of weeks dodging Coalition Patrols and the remnants of the unsavory allies upon whom Tolkeen had called, Anon’s group was picked up by a Legion patrol and rifted back to Castle Refuge, where he decided to sign up. He checked in with the Hammers first, who (quietly) gave him their blessing; they might be part of the Federation of Magic officially (being headquartered in Stormspire), but the Hammers can play the long game and they see the ever-growing ranks of legionnaires as a potentially lucrative new revenue stream for their products.
Anon
Anon Smith a human Techno-Wizard
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Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Just a Guy

Post by Anon »

Gear
Item
  • TW Combat Support Armor (re-skin of CK Medium Armor): Armor +6 and +1 embedded Toughness; Full-Environmental Protection; embedded succor power; 5-mile radio; light-sensitive lenses negate 2 points of darkness penalties and provide +2 against blinding attacks. (3 lb./14 lb. without power, 120,000 credits). Note: spent 1 EP at character creation to swap starting gear with Cyber-Knight IF.
  • Northern Gun Streetwolf Motorcycle Jacket (re-skin of Patron Item Duster): +1 Toughness; Load Limit increase to Strength x 7; 8 attachment points for one-handed items; 10 lbs.
  • Magic Optic System: This little gadget is housed in the body of a tactical bullet camera that clicks in to the side of his helmet when in armor or that attaches above his right ear to a headband rig that runs over the top of Anon’s head when out of armor. It functions as a digital camera (taking stills and video) and, when charged with PPE, it generates a magical HUD that provides +2 to sight-based Notice checks, and gives access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits).
  • Multi-Assault TK Automatic Rifle (Signature Item):
    56446EAC-3AFA-456E-B4E0-E0D4E957CC1E.jpeg
    • M4 Carbine (based on CP-50 “Dragonfire” Laser Rifle)
      • Range: 30/60/120
        Damage: 3d6+2
        ROF: 3
        Armor Piercing: 4
        Shots: 60
        Weight: 10 lbs
        Cost: 50,000
        Notes: Min Str d6, 3RB. Integrated grenade launcher (20/40/80, 12 shots, damage by grenade type) and scope with night vision and laser targeting (offset two points of range and/or darkness penalties).
    • Upgrades (2 Minor, 4 Major): Trapping: shaped and hardened telekinetic bolts do +2 AP but add +1 to PP reload cost and cause rounds to be treated as ballistics (reskin of Electricity: AP trapping); +5 PPE; drain power points (activated by Shooting); confusion (activated by Shooting); +2 die types to Shooting.
    • PPE: Costs 6 PPE to reload for 60 shots; 5 PPE built in.
    • Trait: Shooting.
    • Description: One of Anon’s personal projects, this started out as the remains of an ancient M4 carbine he found in his Techno-Wizard guild’s storeroom (Techno-Wizards are notorious packrats). Anon thought the weapon looked cool and patched up the body, eventually turning it into a TK assault rifle to pass one of the milestone exams for his apprenticeship. He kept the weapon and added to it over the years, imbuing it with a magical “target lock” feature and spells that allowed for its rounds to make mid air adjustments for greater accuracy. He also added a bit of extra potency to better punch through armor and he repaired the scope and grenade launcher from the original weapon body.

      With all of that, he had himself a fine rifle, but he was not entirely content. He had read the field reports on his guild’s weapons, and while they performed admirably, he noted that some customers wanted a weapon with more support versatility. It’s all well and good to shoot holes in your opponent, but if that opponent happens to be a juicer (or other foe who can shrug off or regenerate from wounds), you can get in real trouble real fast. So Anon developed the TK Brain Breaker round, a simple application of magic that very temporarily makes targets forget where they are and what they are doing. Targets of the Brain Breaker will frequently break off attacks entirely or stand still on the battlefield for the briefest of moments to gather their thoughts, giving shooters a great opportunity to put them down while they are distracted. Field tests were wildly successful, but the guild ultimately decided the rifle wasn’t cost effective for mass production (though it does now include the Brain Breaker feature as an option in its custom catalogue).

      Figuring he might as well go for broke (literally: even getting the parts for free from surplus at the shop, second hand, or at wholesale, the next feature was pricey), he convinced his floor boss to help him embed the ability to drain the PPE or ISP of arcane opponents on a successful hit with the rifle, giving it even more versatility. Though this was also a successful endeavor, the guild opted not offer Anon’s PPE draining feature in its catalogue for fear of offending its clientele in Stormspire.
    • Cost: As built, 50,000 (CP-50) + 5,000 (TW conversion) + 10,000 (2 minor Upgrades) + 20,000 (2 die types to Shooting) + 100,000 (confusion, activated by Shooting) + 400,000 (drain power points, activated by Shooting) = 585,000 credits.
  • Wilk’s 320 Laser Pistol: 18/36/72 | 2d6 | ROF 1 | AP 2 | Shots 20 | 2 lbs | 11,000 credits | Notes: Semi-Auto.
  • TW ”Survival” Combat Knife (Vibro-Knife): Strength + 1d6 MD | AP 4 | 2 lbs | 17,700 credits as built | Notes: +2 Parry; 1 PPE/3 rounds.
  • NG-S2 Survival Pack: See TLPG p.105 for contents.
  • Silver Cross
  • Wooden Stakes (x6)
  • Tool Kit
  • Grade II Field Computer: A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research. (2 lb, 2,500 credits for Grade I, 5,000 credits for Grade II, 12,000 credits for Grade III, 28,000 credits for Grade IV).
  • Infrared Distancing Binoculars: High-powered, with a two-mile range, these digitally enhanced binoculars provide infared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2 lb, 1,200 credits)
  • Black Market Special Mountaineer (Team Vehicle): Mountaineer ATV: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5, Remaining Mods 0
    Notes: All-Terrain, Handling 1, Environmental Systems, M.D.C. Armor, Sensor Suite
    Weapons: Light Rail Gun (100/200/400, Damage: 2d10+4, ROF: 3, AP: 10, Payload: 45) | TW light ion cannon (30/60/120, Damage: 3d8, ROF: 1, AP: 4, Shots: 80, PPE cost to refill: 10
    Black Market Features: Music system, minibar, video screens, hidden compartments.
    Techno-Wizard Upgrades:
    • Minor: +1 driving
    • Minor: +1 shooting
    • Major: Armor power, works only on vehicle, +2 to PPE cost, force field projected from disc units installed around vehicle
    • Major: Speed power, works only on vehicle, +2 to PPE cost, PPE converted to magical nitrus
    • Major: +10 PPE
    • Major: +10 PPE
    Separately, add a TW converted light ion cannon, using up the 2 remaining mods on the vehicle.


Credits: 8,150
  • [dice:3fzp1mbl]35390:0[/dice:3fzp1mbl] + 16,000 from trading in starting NG-L5 rifle (if GM allows) +24,000 (for trading in NG-L5’s e-clips, if GM allows) - 250 for tool kit - 5,000 for computer - 1,200 for binoculars -7,000 (Vibro-Knife) - 700 (Vibro-Knife TW conversion) - 10,000 (2 TW minor upgrade on Vibro-Knife) - 300 (digital camera cost from SWD for Magic-Optic System base)


Contacts: None
Anon
Anon Smith a human Techno-Wizard
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Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Just a Guy

Post by Anon »

Advances

Iconic Framework
  • Arcane Background (Weird Science): 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.
  • Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 108).
  • Device Dependent: As with any Weird Scientist, a Techno-Wizard must have her gizmos for her powers or parts to use Arcane Machinist. She must have gear and tools to make her magic work.
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon's authority in the True Federation—including those serving 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.

Hero’s Journey
  • Education
    • The principles of technology are vital to building a future out of the catastrophes of the past. Your hero has the necessary foundation to be a part of that with a d8 in Knowledge (Electronics). She also gains +1 on any Repair rolls with electronic machinery.
    • Your character's innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Knowledge (Computers) at d8, as well as +2 when dealing with electronic security.
  • Magic & Mysticism
    • More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
    • Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
  • Training
    • Part of your character's extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval.

Advances
  • Initial Advances: (From Hindrances): Increase Smarts die type x 2
  • Free Edge (Human): Master of Magic
  • Novice 1 Advance: Increase Spirit
  • Novice 2 Advance: Power Points Edge
  • Novice 3 Advance: 2 Skill Points
  • Seasoned 1 Advance: Power Points Edge
  • Seasoned 2 Advance: Raise Agility
  • Seasoned 3 Advance: 2 Skill Points (earned Rank as of 7.3.19)
  • Seasoned 4 Advance: Mr. Fix-It
  • Veteran 1 Advance: McGyver
  • Veteran 2 Advance: Power Points Edge
  • Veteran 3 Advance: Raise Smarts
  • Veteran 4 Advance: 2 Skill Points
  • Heroic 1 Advance: Elan
  • Heroic 2 Advance: Power Points Edge
  • Heroic 3 Advance: Raise Vigor
  • Heroic 4 Advance: 2 Skill Points
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Anon
Anon Smith a human Techno-Wizard
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Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Just a Guy

Post by Anon »

Gizmos/Powers/Gadgets
  • Ithy’s Night Out (armor gizmo): A super-portable take on an old classic, Anon’s “Armor of Ithan” gizmo is a circular disc about the size of a silver dollar. One side is imbued with a powerful magical adhesive spell, causing the device to stick to pretty much any article of clothing or armor and stay put until the user removes it. He usually slaps it on his shoulder to activate it (or gives it a quick whack with his off hand if it’s already in place and he just needs to turn it on). When turned on, small LED-looking accents on the disc activate and incoming attacks are halted inches from Anon’s body, creating blue sparks as they collide with the otherwise invisible magical barrier. 2 PPE for standard, 5 PPE for mega. Powers & Mega Powers List (“P&MP”) page 2.
  • Slow Your Rolex (slow gizmo): Anon wears this everywhere he goes. It looks just like a digital watch (which, of course, it is, too) and when Anon needs to slow things down he reaches for this. With a couple of taps on the watch face Anon can select his targets, and with a twist of the rotating bezel he can send out a pulse of energy that causes a ripple in the air. Any of his designated targets within the radius have to roll to resist or they ssssllllllooooooooow doowwwwwwwwwwn from a “Speed of the Snail” spell. It’s also hard to see when stuck in a time bubble as light bends around you in odd ways, causing victims to suffer a -1 to vision-based rolls while affected (reskin of Darkness: Shroud trapping). 1 PPE per target (up to 5) for standard. 2 PPE per target (up to 5) for mega. P&MP page 17.
  • Kansas Long Jumpers (teleport gizmo): Inspired by a pre-Rifts film with humorously misguided ideas on how magic works, Anon’s “Teleport” gizmo is actually a pair of high-tech red shoe clips that attach to the heels of whatever footwear he has on. When he needs to get somewhere in a hurry, he pumps PPE into the devices and gives a double tap on the ground with one heel, vanishing and reappearing at his target location. 3 PPE per 10” (or 15” with a raise) for standard. 5 PPE per 20” (or 30” with a raise) for mega. Counts as movement. P&MP p.22.
  • Double Shot (succor power embedded in armor): Anon built the “Sustain” spell into his armor using gems and magically infused espresso beans worked into the suit’s environmental control unit. When he activates the spell (by tapping a panel over his heart), anyone nearby can smell coffee brewing. 1 PPE for standard. 2 PPE for mega. P&MP page 19.
  • Brain Breaker Round (confusion power activated by Shooting the Multi-Assault Rifle): Anon has a nasty surprise in store for enemies with a lot of brawn but not quite so much brain: the Brain Breaker round. He channels a bit of extra PPE when firing his TW Multi-Assault Rifle and a magical field pops into place around the TK bolts, scrambling his targets' minds nano-seconds before the bolts hit home. 1 PPE for standard. Mega not-applicable. P&MP page 6.
  • Mage-Bane Round (drain power points power activated by Shooting the Multi-Assault Rifle): Similar to the Brain Breaker, but with a nasty edge specifically for his fellow casters, this function coats the Multi-Assault Rifle's TK bolts with a spell that sucks arcane users dry of PPE or ISP upon impact. Not surprisingly, developing this round did not make Anon popular at dinner parties in Stormspire. 3 PPE for standard. 9 PPE for mega. P&MP page 3.
  • Eagle Vision (farsight power embedded in Magic-Optic System): The magical HUD generated by his camera-contained Magic-Optic System lets Anon zoom in on his targets, seeing them as if they were close enough to touch. 3 PPE for standard. 6 PPE for mega. P&MP page 11.
  • Wolf Vision (darksight power embedded in Magic-Optic System): In this mode, his magical HUD allows him to see in the dark clear as day (and to spot critters who might try to use obscurement spells against him). 1 PPE for standard. 2 PPE for mega. P&MP page 7.
  • Cat Vision (detect Arcana power embedded in Magic-Optic System): Everyone knows cats can see the flow of magical energies better than other creatures; this has been well-established since even pre-Rifts times, per the writings of the noted arcanist "Butcher" in the chronicles of his fictional "Dresden" character (which, as all good students of magic now know, was a vehicle for the author to expound upon magical theory without spooking the uninitiated). In this mode, Anon's HUD allows him to see the touch of the arcane on the world. 2 PPE for standard. 4 PPE for mega. P&MP page 8.
Q3: quickness gadget, jammer pistol gadget
Past Gadgets
[*]Sunshiny Day (clairvoyance gadget, 2018 Q3): A targeting scope and drone combo, the drone features a magically-enhanced telescope and parabolic microphone, allowing for some nifty sensory casting. 3+ PPE for standard. 6+ PPE for mega. P&MP page 6. 4 PPE remain in gadget.


[*]Stone Mine (barrier gadget, 2018 Q3): This looks like an old claymore mine. Anon activates it by selecting how big of a wall he wants and in what direction and then dropping it on the ground. The mine sends waves of magic out into the ground and summons up walls made out of whatever the earth beneath it consists of.


[*]Audio Armistice (slumber gadget, 2018 Q3: This looks like an ordinary (if a bit worn) walkie-talkie. The user adjusts the dial and hits the "send" lever to play pre-recorded, targeted magical lullabies. 2 PPE for standard. 4 PPE for mega. P&MP page 18. 15 PPE remain in gadget, which Corey currently has.
Anon
Anon Smith a human Techno-Wizard
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