Description _
The Amaki Gizmoteers are a special brand of psychic, similar to the techno-wizard, but who can modify and even create devices on the spot. Although their best devices are those developed over time, a gizmoteer can modify any device he wants, albeit temporarily. Such devices as the "techno-wizard" psiblades were at least partially designed by gizmoteers. Gizmoteers and techno-wizards often work side by side creating unusual devices or are off adventuring. Their outlooks are very similar, and although gizmoteers do not use magic, they understand the principles behind techno-wizardry and can use any TW item.
There are gizmoteers in every Amaki House. They work as designers, researchers and troubleshooters. The troubleshooters are expected to deal with almost every imaginable problem, from helping with security to acting as investigators, secret agents and bodyguards. In fact, gizmoteers sometimes assist Amaki Duelists in their missions. Some who learn the psionic powers of psi-swords even pass themselves off as duelists! This, of course, is not taken lightly by the real Duelists, and has caused problems between the two groups. Unlike duelists, gizmoteers are light-hearted and easy-going, much more like the average Amaki than the dour sword-masters.
Since the establishment of New Babylon, dozens of gizmoteers have struck out to explore Rifts Earth. Many of them have not been heard of since; whether some tragedy befallen them, or they are still traveling remains unknown.
There are gizmoteers in every Amaki House. They work as designers, researchers and troubleshooters. The troubleshooters are expected to deal with almost every imaginable problem, from helping with security to acting as investigators, secret agents and bodyguards. In fact, gizmoteers sometimes assist Amaki Duelists in their missions. Some who learn the psionic powers of psi-swords even pass themselves off as duelists! This, of course, is not taken lightly by the real Duelists, and has caused problems between the two groups. Unlike duelists, gizmoteers are light-hearted and easy-going, much more like the average Amaki than the dour sword-masters.
Since the establishment of New Babylon, dozens of gizmoteers have struck out to explore Rifts Earth. Many of them have not been heard of since; whether some tragedy befallen them, or they are still traveling remains unknown.
R.C.C. Abilities & Bonuses _
1. Modify Machines
Gizmoteers have the ability to enhance and modify machines. This is a psionic power related to telemechanics, and costs 15 I.S.P. to use. The gizmoteer can increase the damage, range or payload of a weapon, the speed and maneuverability of a vehicle, the range of a sensor or communication system, and any other element of the machine that the GM finds appropriate. The modifications are only temporary, and it has a good chance of damaging or destroying the enhanced machine as it "burns out," performing beyond its normal capabilities. The modification process takes I D4 minutes, during which the Gizomoteer disassembles and reassembles the machine or some of its components. Tools are helpful, but even without them, the character can psionically open and take apart most machines. Among the things that can be modified are:
The character starts with the following powers (these powers can be used without creating a gizmo): mind block, speed reading, total recall, electrokinesis, and telemechanics.
In addition to these powers, the character has an understanding of psychic powers that he can build into machines: select two powers from all four categories, with the same limitations as a mind melter. Every level after the first, select an additional two powers from any categories, again with the same limitations as a mind melter. All of these powers can NOT be used without first building a gizmo (but see starting gizmos).
4. Starting Gizmos: The character starts out play with I D4+2 gizmos of any powers he knows. Additional gizmos must be built or purchased.
5. I.S.P.: 2D4x10 plus M.E. attribute number. Add 206 1.S.P. per additional level of experience.
Gizmoteers have the ability to enhance and modify machines. This is a psionic power related to telemechanics, and costs 15 I.S.P. to use. The gizmoteer can increase the damage, range or payload of a weapon, the speed and maneuverability of a vehicle, the range of a sensor or communication system, and any other element of the machine that the GM finds appropriate. The modifications are only temporary, and it has a good chance of damaging or destroying the enhanced machine as it "burns out," performing beyond its normal capabilities. The modification process takes I D4 minutes, during which the Gizomoteer disassembles and reassembles the machine or some of its components. Tools are helpful, but even without them, the character can psionically open and take apart most machines. Among the things that can be modified are:
- Damage: +I die per every two levels of experience; i.e.: a 1st or 2nd level character can increase the damage by + 1 die, a 3rd or 4th level character +2 dice of damage, and so on. Thus, a third or fourth level gizmoteer could modify a laser that normally does 204 M.O. to inflict 4D4 M.D.
- Range: +5% to the maximum range per level of the character. This includes the range of sensor systems, rifles, pistols, missiles, etc. The maximum range of a vehicle that uses fuel or electric cells can also be increased.
- Payload: The energy content of an E-clip, battery or similar energy container (but not a magazine of bullets) can be increased by 10% per level of experience of the gizmoteer.
- Vehicle Speed: The maximum speed of a vehicle can be increased by I 0% per level of the character.
- ManeuverBonuses: The Gizmoteer can make a vehicle more responsive to the pilot. For every level of experience, the vehicle will gain a +3% skill bonus for anybody with the skill to pilot it.
- Penalities: There are some serus consequences to souping-up weapons and machines beyond their normal level of tolerence. There is a 10% chance per evel of the gizmoteer's experience that the machine will completely burn out at the end of the duration period! That means at tenth level and above, the machine will always be destroyed after being modified -- burned out by the tremendous stress and super-performance these high level gizmoteers can place on the device (maxed out). However, the psychic can choose to limit the level of power to below his maximum ability. For example, a seventh level pschic can choose to modify a gun to only do +1 die of damage (first level) which only has a 10% chance of destroying the gun, or a +2 dice (3rd level), which has a 30% chance of destroying it, but the improvement will still last seven hours, the full duration of his power level.
- Convert an energy weapon to psionic energy: Cost: 60. Psi-Powers Needed: Mind bolt. Result: Any gun that can be powered by an E-clip can be converted to use psychic energy.
I.S.P. Cost to Recharge: Equal to the number of shots the gun normally has for an E-clip. For example, a C-18 laser pistol has IO shots from a normal E-clip, so recharging the gun would cost 10 l.S.P. (or 20 P.P.E.). - Psychically-reinforced Armor: Cost: 200 l.S.P. Psi-Powers Needed: Telekinetic force field. ---Result: The armor is surrounded by a field of psychic energy that protects it with I 0 M.D.C. per level of the gizmoteer who created it. Cost to Activate: 20 I.S.P. (or 40 P.P.E.).
- TK-Machinegun, TK-Engine Conversion and Mystic Generator, equal to the techno-wizard devices, but uses I.S.P. as the main source of power (i.e., the psionic TK-Engine costs 260 I.S.P. instead of 260 P.P.E.). Psi-Powers Needed: Telekinesis (super), electrokinesis and mind bolt. Cost to Activate: Use the P.P.E. costs of the spells used for those engines, but replace it with I.S.P.; double that amount of P.P.E. can be substituted.
- Psionic Device: The gizmoteer can build a "gizmo" that can produce any psionic power that he knows! Creating the gizmo costs ten times as much as the basic cost of the psionic power. Activating the psionic powers costs as much I.S.P. (or twice as much P.P.E.) as the regular power. For example: a gizmoteer who knows the power, sense evil (2 I.S.P.) can make a "sensor helmet" with that power at the cost of 20 I.S.P. Anybody who can use TW devices can wear the helmet and activate it by spending 2 l.S.P. (or 4 P.P.E.).
Materials Cost: I 00 credits for every I.S.P. point of the power's activation cost. These materials are typically a plastic casing and circuitry that is rearranged and charged with I.S.P. In the example above, the "sensor helmet" would cost 200 credits to build. Note: This is the cost in a civilized area where circuitry and other high-tech components are readily available; cost can be doubled or tripled in remote areas. The sale cost is usually 10-50 times the construction cost. Time to Create: Typically, one hour of work for every I.S.P. point it costs to create the gizmo (in the example above, the "sensor helmet" would take 20 hours to build).
The character starts with the following powers (these powers can be used without creating a gizmo): mind block, speed reading, total recall, electrokinesis, and telemechanics.
In addition to these powers, the character has an understanding of psychic powers that he can build into machines: select two powers from all four categories, with the same limitations as a mind melter. Every level after the first, select an additional two powers from any categories, again with the same limitations as a mind melter. All of these powers can NOT be used without first building a gizmo (but see starting gizmos).
4. Starting Gizmos: The character starts out play with I D4+2 gizmos of any powers he knows. Additional gizmos must be built or purchased.
5. I.S.P.: 2D4x10 plus M.E. attribute number. Add 206 1.S.P. per additional level of experience.
Gizmoteer R.C.C. _
Attribute Requirements: M.E. 12 or higher.
O.C.C. Skills:
Language and Literacy: Amaki (98%)
Language and Literacy: One of choice (+20%; in New Babylon, this is usually Spanish)
Radio: Basic (+15%)
Advanced Math(+ 15%)
Basic Electronics (+15%)
Pilot: One of Choice ( + l 0%)
W.P. Energy Pistol
W.P. Sword
Hand to Hand: Basic
Hand to Hand: Basic can be converted to Hand to Hand: Expert at the cost of one "other" skill, or to Martial Arts at the cost of two "other" skills.
O.C.C. Related Skills: Select IO other skills, but at least four must be selected from the electrical or mechanical categories.
Plus select two additional skil)s at level three, two at level six, and one at levels eight, ten and twelve. All new skills start at level one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+15%)
Espionage: Intelligence and wilderness survival only (+5%) Mechanical: Any (+15%)
Medical: Any (+5%)
Military: Any (+5%)
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Any (+10%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select five secondary skills. These are additional areas of knowledge that do not get the benefit of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: Suit of body annor (can even select Duelist body annor), blast sword and 4 spare E-Clips, one energy or non-energy weapon of choice, basic tool kit, miniature tool kit (can be carried in a pocket but is less effective), canteen, sleeping bag, two sets of dress clothing and one set of traveling clothing. In addition, he gets a few gizmos (see #4, above).
Money: 2D4xl000 in credits.
Cybernetics: None to start, and will usually refuse to get any.
O.C.C. Skills:
Language and Literacy: Amaki (98%)
Language and Literacy: One of choice (+20%; in New Babylon, this is usually Spanish)
Radio: Basic (+15%)
Advanced Math(+ 15%)
Basic Electronics (+15%)
Pilot: One of Choice ( + l 0%)
W.P. Energy Pistol
W.P. Sword
Hand to Hand: Basic
Hand to Hand: Basic can be converted to Hand to Hand: Expert at the cost of one "other" skill, or to Martial Arts at the cost of two "other" skills.
O.C.C. Related Skills: Select IO other skills, but at least four must be selected from the electrical or mechanical categories.
Plus select two additional skil)s at level three, two at level six, and one at levels eight, ten and twelve. All new skills start at level one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+15%)
Espionage: Intelligence and wilderness survival only (+5%) Mechanical: Any (+15%)
Medical: Any (+5%)
Military: Any (+5%)
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Any (+10%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select five secondary skills. These are additional areas of knowledge that do not get the benefit of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: Suit of body annor (can even select Duelist body annor), blast sword and 4 spare E-Clips, one energy or non-energy weapon of choice, basic tool kit, miniature tool kit (can be carried in a pocket but is less effective), canteen, sleeping bag, two sets of dress clothing and one set of traveling clothing. In addition, he gets a few gizmos (see #4, above).
Money: 2D4xl000 in credits.
Cybernetics: None to start, and will usually refuse to get any.