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TW Build Roll: Defined as the lowest Traits of the following list: Techno-Wizardry, Knowledge (Engineering) and Knowledge (Arcana). {TLPG pg 106}
Basic Preparation Time: The base time to perform a TW conversion. (This is in addition to any enhancement time bellow.) {TLPG pg 106}
- 3d12 Hours for personal weapons and gear.
- 2d6 days for vehicular weapons, gear & vehicles. (This includes robots and power armor.)
Initial Roll: The character must make a Build Roll for the initial conversion of the device. (If this roll is a raise the character may install a minor upgrade.) {TLPG pg 106}
Installing Upgrades: Installing upgrades always requires a build roll with a penalty.
- Minor Upgrades: Build Roll -2 for each minor upgrade. {TLPG pg 106}
- Major Upgrades: Build Roll -4 for each major upgrade. {TLPG pg 107}
Novice: 2 minor upgrades {TLPG pg 106}
Seasoned through Heroic: 2 minor upgrades & 4 major upgrades. {TLPG pg 107}
Legendary: 2 minor upgrades, 6 major upgrades. {TLPG pg 107}
Design Notes: Individual Minor upgrades can only be applied twice to the same item; there is no limit on re-using Major Upgrades. {TLPG pg 106} Major upgrades can be traded down on a 1 to 1 for minor upgrades. Minor Upgrades cannot be traded for Major upgrades. {TLPG pg 107}
Spells/Edges Allowed: A Techno-Wizard can put any TW spell/edge in his device that is available to him of his current rank or less. {TLPG pg 107}
Minor Upgrades: The following are examples of minor upgrades. {TLPG pg 106}
- +1 to a specific Trait roll appropriate to the item. ("Appropriate to the item" is subject to GM interpretation; as a general rule, the item should modify rolls that the item itself is used for. {Per FAQ, "You do not shoot someone with a scope, you shoot them with a gun, so a scope should not be enchanted to give a +1 to Shooting."}) [+5,000 credits +2d6 hours]
- +1 damage to a weapon. [+5,000 credits +2d6 hours]
- +2 armor to armor, shield, or clothing. [+5,000 credits +2d6 hours]
- +1 Parry to a shield or close combat weapon. [+5,000 credits +2d6 hours]
- +5 stored PPE only usable to charge the device. (Recovers at a rate of 1 per 30 minutes at a Ley Line.) [+5,000 credits +2d6 hours]
- Halve the weight of the item (quarter if taken twice]. [+5,000 credits +2d6 hours]
- Apply an arcane Trapping to the device. [+5,000 credits +2d6 hours]
- Other Minor Upgrades as allowed by the GM. [+5,000 credits +2d6 hours]
- Add a Novice Power to device [+20,000 +3d6 days].
- Add a Seasoned Power to device [+40,000 +5d6 days].
- Add a Veteran Power to device [+60,000 +7d6 days].
- Add a Heroic Power to device [+80,000 +9d6 days].
- Add a Legendary Power to device [+100,000 +11d6 days].
- Add a Novice Edge to device and +1 Power Point to activate cost [+20,000 +3d6 days].
- Add a Seasoned Edge to device and +1 Power Point to activate cost [+40,000 +5d6 days].
- Add a Veteran Edge to device and +1 Power Point to activate cost [+60,000 +7d6 days].
- Add a Heroic Edge to device and +1 Power Point to activate cost [+80,000 +9d6 days].
- Add a Legendary Edge to device and +1 Power Point to activate cost [+100,000 +11d6 days].
- +1 die type to a specific Trait appropriate to the item [+10,000, +2d6 days].
- +10 stored PPE only usable to charge the device. (Recovers at a rate of 1 per 15 minutes at a Ley Line.) [30,000, +4d6 days]
- Ley line powered, device always charged on a ley line [20,000, +3d6 days].
- 2 ×Top Speed and +1 Handling on ley line for vehicles [20,000, +3d6 days].
- Other Major Upgrades as allowed by the GM [Cost: Varies, 1d6+1d6/10K].
Using a Techno Wizard Device: TW Devices come at a cost, fortunately any character with ISP or PPE can pay it. Techno Wizard Items can be fueled by PPE or ISP on a 1 to 1 basis. {TLPG pg 76}
For Activating or Charging Techno-Wizard Devices Use The Following Cost: {TLPG pg 106}
- Melee Weapons: 1 PPE/ISP Charges the weapon for 3 rounds
- Ranged Weapons: 2 PPE/ISP Re-energizes the Ammo clip/shots capacity of the weapon
- Armor & Other Personal Gear {Per FAQ}: 1 PPE/ISP per hour, without being charge the armor loses all special properties, Armor is reduced by half, and Toughness is reduced by Half (round down).
- Vehicles, & Other Non-Personal Gear (Including Power Armor) {TLPG pg 97}: Size/2 PPE/ISP per hour, without being charged the equipment does not operate.
- Backlash: Techno-Wizard Devices do not suffer backlash from rolling a 1.
- Critical Failures: Is a Techno-Wizard devices suffers Technical Difficulties (from a critical failure) only a Techno-Wizard can repair it.
- Using a Power: Any character with PPE/ISP can use a Techno-Wizard power in a device by making a roll with wither Spirit or their Arcane Skill (they chose) and spending the appropriate amount of PPE/ISP.
- Master of Magic: A character with Master of Magic or Master Psionics using a Techno-Wizard Device may choose to invoke the Mega-Power version. {Per FAQ}
- Concentration: Characters do not suffer a concentration penalty for powers used through a TW device. {TLPG pg 76}
- Special Exception: A Character with the traditional form of Weird Science cannot use TW devices. {Per FAQ}
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In order to make approval and review of magic items easier on your game master the following format is suggested.
Character Desiring Device: Example Man
Base Items: Example Armor
Base Conversion Cost: X,XXX credits
Base Time: Example 2d6 days
1 Minor Upgrade: Upgrade | + 5,000 | + 2d6 hours
2 Minor Upgrade: Upgrade | + 5,000 | + 2d6 hours
1 Major Upgrade (Seasoned): Upgrade | + Cost | + Days
2 Major Upgrade (Seasoned): Upgrade | + Cost | + Days
3 Major Upgrade (Seasoned): Upgrade | + Cost | + Days
4 Major Upgrade (Seasoned): Upgrade | + Cost | + Days
5 Major Upgrade (Legendary): Upgrade | + Cost | + Days
6 Major Upgrade (Legendary): Upgrade | + Cost | + Days
Total Construction Cost: Per Clint Black this is the cost for raw materials and consumed supplies.
Total Construction Time: Sum the time from the above rolls here and roll dice here. When done, edit so the GM can see the total without having to do the work every time.
Techno-Wizard’s Mark Profits (should be enough to compensate for days/hours of labor):
Final Cost to Purchaser: This is the price you will be paying.
Appearance: A good description will make it easier to visualize your devise.
Game Mechanic Summary: Just give a description of the total effect from using the device built. This helps the GM look at the big picture.
Story/Considerations: This is a good place to tell the game master what you are thinking, the history of the item, or why your character would like this item. This could also be a good place to tell your Game Master of any inspiration from fiction, source books, or movies you are drawing from. He may be able to improve it.