Rank: Seasoned 1 Advances Left: 0
Race: Dwarf (Rifts)
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d6, Vigor d8
Pace: 5 (d4 run); Parry: 5; Toughness: 6; Strain: 0
Skills:
- Athletics d6
- Common Knowledge d4
- Notice d8
- Persuasion d4
- Stealth d4
- Science d8
- Techno-Wizardry d12 (3)
- Electronics d8
- Occult d10
- Repair d12+2 (2)
- Fighting d6 (1)
- Shooting d8 (2)
- Intimidation d6 (2)
- Piloting d6 (2)
- Gambling d4 (1)
- Habit (Minor): Drinks. Your warrior has an annoying or dangerous compulsion. A Minor Habit irritates those around her but isn’t dangerous. Allies avoid him if possible.
- Quirk (Minor): Prefers to brew and consume his own alcohol (use ck as base stat)
- Overconfident (Major): There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
- Cybernetics (IF): Penalties to magic for each point of strain.
- Device Dependent (IF): Must have gear, tools, and parts to make gizmos and gadgets work.
- Enemies (IF): The United World of Warlocks has many enemies who seek the secrets of their techno-smithy’s including the Splugorth, Transgalactic Empire, and powerful supernatural beings.
- Gearhead Geek (IF): However it manifests, every Techno-Wizard has a Quirk Hindrance related to personifying machines
- Arcane Background (Techno-Wizardry): 15 PPE, 3 gizmos
- Arcane Machinist (IF): Create gadgets up to half Smarts die per session as an action.
- Machine Maestro (IF): +1 to Common Knowledge, Electronics, Hacking, Research Repair, and Thievery rolls related to the target machine. +2 for TW gear.
- Mr. Fix-It (HJ): +2 to Repair rolls, half the time required with a raise.
- Master of Magic (HJ): Mega Power Modifiers
- Extra Oomph (HJ): +2 damage when using direct damage spells and TW weapons
- McGyver (N1): Quickly create improvised devices from scraps.
- Sidekick (Hind): The character gains a Wild Card sidekick.
- Distinctive D-Bee: −1 Persuasion when dealing with the CS and other prejudiced groups.
- Low Light Vision: Ignore penalties for Dim and Dark Illumination.
- Near-Human Physiology: –1 penalty to Healing skill rolls and cybernetics checks.
- Physical Strength and Endurance: Start with d6 Strength and d6 Vigor, increasing Trait maximums
- Racial Enemy: −2 on Persuasion checks when dealing with elves.
- Reduced Pace: Decrease their Pace by 1 and their running die by one die type.
- Technically Inclined: Begin with d4 Science.