Character Name: Whitaker Varley
Player Name: John
Google Handle: xarchiangku@gmail.com
Rank:Novice Experience:5 Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 5 (7 w/ TW Staff); Toughness: 9 (4) ; Strain: 0
PPE: 15
Skills:
- Techno-Wizardry d8
- Knowledge (Arcana) d6
- Knowledge (Engineering) d6
- Knowledge (Science) d6
- Repair d10
- Investigation d4
- Shooting d6
- Fighting d6
- Notice d6
- Persuasion d6
- Streetwise d4
- Taunt d6
- Healing d4
- Hindrance (Major): Curious--always checks out everything. Always wants to know Who? What? Where? When? and Why?
- Hindrance (Minor): Loyal -- The hero tries to never betray or disappoint his friends.
- Hindrance (Minor): Hard of hearing--always has headphones in and is listening to blasting loud music. If headphones are not available, this is trapped as him humming a tune to himself, or in some other way distracted. -2 to all Notice rolls involving hearing.
- Arcane Background: Weird Science
- Rapid Recharge - regain 1 PPE every 30 minutes.
- Linguist - Begin play with a number of languages equal to Smarts; Smarts –2 to be understood in any language heard for a week
- Power Surge - When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit.
Boost/Lower Trait, Healing, and Summon Ally.
Techno-Wizard
- Arcane Machinist: Create any device from the following list as an action, up to 5 times a session: armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/ obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, and warrior’s gift. Requires an action and a Techno-Wizard roll (−2 per rank of power higher than Seasoned).
- Machine Maestro: +2 all non-combat skills relating to machines (bypassing security, picking locks, operating vehicles, using sensors, etc.). +4 if the item or device is TechnoWizard in nature. For combat related checks, bonuses become +1 and +2 respectively.
- All damage-dealing spells do Mega Damage, and ones which normally do MD gain +5 AP.
- Cybernetics cause penalties.
- Device Dependent.
- Enemies of Coalition and Federation of Magic
- Gearhead Geek -- Whitaker can hear the complex melodies of a machine in perfect working order as well as the discordant sour notes of equipment in dire need of tuning or repair. He is always drawing combination of runes, music notes and other arcane marks on his techno wizard devices, as well basically any other machinery he can get his hands on.
- American
- Spanish
- Dragonese
- Techno-Can
- Fairie Speak
Education: 5 -- Linguist Edge. Also strong likelihood of getting paid work as translator in most civilized areas.
Enchanted Items & Mystic Gadgets: 19 -- Choice from table--. Wingboard.
Magic & Mysticism: 17 -- All damage-dealing spells do Mega Damage, and ones which normally do MD gain +5 AP.
Close Combat Weapons: 17 --The design of the weapon incorporates special guards or other techniques to provide the wielder a +1 Parry.
Training: 18 -- choice of Wild Card Edge-- Power Surge