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Deezy Klatta

Posted: Tue Dec 20, 2016 10:34 am
by Deezy Klatta
Character Sheet

Player Name: Deezy Klatta
Google Handle: samminmax@gmail.com
Character Name: Dorothy Zane “DZ” Klatta
Rank:Seasoned Experience: 51(10/01/2019) Advances Left: 0 (10/01/2019)
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 16 (10); PPE: 30
Skills:
  • Knowledge: Arcana d12 (2)
  • Knowledge: Engineering d12+1 (2)
  • Knowledge: Science d6 (0)
  • Knowledge: Electronics d10+1 (4)
  • Repair d10 (+2 Edge, +4 armor (inc TW bonus)) (1)
  • Investigate d6+2 (0)
  • Techno-Wizardry d12 (1)
  • Fighting 1d4 (1)
  • Notice 1d8 (2)
  • Shooting d8 (1d10+2 w/Omniblaster) (2)
  • Driving 1d4+2
Hindrances
  • Overconfident (Major): Never give up...NEVER SURRENDER!
  • Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
  • Habit (Minor): Too hyperactive!
  • Quirk (TW):Workaholic
Advances
  • Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge
  • Free Edge (Human): Master of Magic
  • HJ: Investigator
  • HJ: Ace
  • Novice 1 Advance: Mr Fixit
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: +1d Smarts
  • Seasoned 2 Advance: Power Points
  • Seasoned 3 Advance: +1d Tech-Wizard skill, +1d Notice skill
  • Seasoned 4 Advance:+1d Arcana, +1d Engineering
  • Bonus Advance: Power Points
  • Veteran 1 Advance: Improved Rapid Recharge
  • Veteran 2 Advance: +1d Spirit
  • Veteran 3 Advance: Exceptional Rapid Recharge
  • Bonus: Combat Ace
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System) - Uses TW skill (1d10+2); Shroud trapping
  • Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
  • Greater Armor (5PPE, +5 MDC armor/+10 MDC on raise, duration 3 (+1/rnd) touch)
TIAMAT (Thaumic Imaging And Magical Ambiance Testing) - Uses Notice (1d8+4)
  • Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
  • Exalted Detect/Conceal Arcana (4PPE, gain more info)
Instant Robots - Uses Repair (1d10+4); Spasm trapping
  • Summon Ally (Robots) (3PPE, range: Smarts; Veteran rank - Bodyguard, 'ogre' or 'wolf,' Earth elemental retrapped as robot)
  • Force Multiplication +2 PPE for one additional identical minion
Powers from TW Items:
Armor
- Environmental Protection (2ppe/hour; 4ppe/hour for full protection against everything at once)
Omniblaster
- Bolt

Gadgets
  • -
  • - Banish - 9PPE left
  • - Smite - 11PPE left
  • -
  • -
  • -

Re: Deezy Klatta

Posted: Tue Dec 20, 2016 10:34 am
by Deezy Klatta
Background
Deezy grew up in a small town not too far from Tolkeen; her father a traveling Operator and her mother a Mystic who mostly stayed at home and used spells and remedies to help the folk of their town. She rather idolized her father, who'd pass on stories of the world and teach her the knowledge of the machines and interesting gadgets he'd acquired on his journies...before setting off again. When she was getting old enough to think about maybe setting off on her own, he decided to settle down at last.

He bought a shop in Tolkeen, moving his family there with the intent of keeping a business of instructing and repairing and maybe even designing machinery. Meanwhile, Deezy was intent on finding her own fortune and went out much as her father had before her. Though lacking psychic powers, she made up for it with her own unique brand of magical genius.

She was still traveling when the city of Tolkeen fell under Siege. Word reached her slowly, and on foot she tried to get back in time to help...but it was too late. All there was left to do was try to help the survivors. Over the next days and weeks she did everything she could to discover the fate of her parents. They were never counted among the living, and far too many bodies were never recovered to consider that an argument that they lived, she nevertheless spent time trying to follow up leads...but one by one they went cold.

To cope with the grief, Deezy decided she would follow in his footsteps and start a business. Her version is a bit more ambitious though. She wants to found Klattatech Heavy Industries; a proud purveyor of techno-wizard military industrial engineering! For that she needs money, LOTS of it, and she needs a good way to testbed her designs. Mercenary work is the perfect solution to both! NOTHING COULD POSSIBLY GO WRONG!

Re: Deezy Klatta

Posted: Tue Dec 20, 2016 10:35 am
by Deezy Klatta
Gear
Triax T-13 Field Mechanic
  • Armor 10, +1 Toughness, Full environment, 18lbs
  • Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
  • Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
  • Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
  • +2 Repair checks
  • 10 mile communication, nightvision, loudspeaker, laser rangefinder
  • Environmental Protection power
TW Revolver
  • 2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
  • +1 Shooting skill (Minor TW Augmentation)
  • 2PPE to charge, 2PPE to make Mega-damage
TechnoWizard Specialized Toolkit
  • I use it for techno things that also involve wizardry.
Klattatech Kestrel 80 ArcanoJet! (TW modified Falcon 300 jetpack)
- As Falcon 300, but has 5PPE to keep charged (minor mod)

GAW Throwback (Patron Item)
This Pre-Rifts shotgun design is being tested by Golden Age Weaponsmiths, using mercs like you!
[list]• Range: 12/24/48
• RoF: 5, 3RB
• Damage: Slug: 3d10+4, AP 0 / Buckshot: 1-3d8+4, AP 0 / BigBore "Shotgun" Shells: 3d6+4 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal magazine, 50 round capacity
• Features:
• • A golden age recoil suppression system negates -2 in penalties to hit from movement or full auto and strength requirements for firing.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown and mega-damage effects are added)
• No Min Strength; (15 lbs.)
• BigBore Cost: 120 credits per BB shotgun shell or 16,000 credits for a gross (box of 144 shells)
[/list]

NG-S2 Survival Pack
  • 2 person tent, +20% water supplies
  • Sleeping bag
  • Flashlight w/knife; solar
  • Inertial compass (+2 to Survival to navigate)
  • Short range (5 mile) radio
  • First aid kit (+1 to healing; 3 uses)
  • Hunting/Fishing kit (+1 to Survival to forage)
  • Three ‘saw wires’
  • Fire starter
  • Survival Knife, hatchet, wooden cross
  • 4 signal flares
  • Climbing kit w/30 rope
  • Soap and washcloth
  • Canteen
  • 2 weeks rations
Credits: 372

Re: Deezy Klatta

Posted: Tue Dec 20, 2016 10:35 am
by Deezy Klatta
Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Arcane Background: Weird Science (Techno-Wizard; TW skill starts at d8)
  • Arcane Machinist (Variant of Gadgeteer)
  • Machine Maestro (+2 noncombat/+1 combat skill rolls w/machines, 2x with TW gear)
  • Required Knowledge (Arcana, Engineering, Science, Repair start at d6)
  • Complication: Device Dependent
  • Complication: Enemies
  • Complication: Gearhead Geek (Quirk hindrance regarding eccentricities with devices)
Hero’s Journey
  • Narrative Hook
  • Roll result 12
  • Description: Something came out of a Rift near me and Changed Everything!
  • Education
  • Roll result 15
  • Description: Gain Investigator Edge, and Investigation at d6
  • Magic & Mysticism
  • Roll result 10
  • Description: Learn 1 new power of any rank from your list, or of Novice rank from any list (Summon Ally)
  • Magic & Mysticism
  • Roll result 19
  • Description: Pick one (Automatic raise using Bolt/Onslaught)
  • Float 1 (Training)
  • Roll result 11
  • Description: +1 dice type to Repair, +1 on Electronics/Engineering rolls
  • Float 2 (Body Armor)
  • Roll result 2
  • Description (Choose any body armor from the book; Triax Mechanic Armor)
Special HJ Rolls:
Hero's Journey 1: 1d20 = 17: 17
Though lots of folks can jump behind a wheel or grab a stick, your hero understands
the nuances of guiding a machine effectively through the worst conditions. She
gains the Ace Edge (or Combat Ace, if she already has Ace), as well as a one die
type increase in her choice of Boating, Driving, or Piloting.

Hero's Journey 2: 1d20 = 18: 18
Putting down opponents before they end you is a powerful lesson in this dangerous
world. Your hero gains +2 damage when using direct damage spells and TW
weapons.

Advances
  • Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge
  • Free Edge (Human): Master of Magic
  • Novice 1 Advance: Mr Fixit
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: +1d Smarts
  • Seasoned 2 Advance: Power Points
  • Seasoned 3 Advance: +1d Tech-Wizard skill, +1d Notice skill
  • Seasoned 4 Advance:+1d Arcana, +1d Engineering
  • Bonus Advance: Power Points
  • Veteran 1 Advance: Improved Rapid Recharge
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

Re: Deezy Klatta

Posted: Tue Dec 20, 2016 10:51 am
by Deezy Klatta

Re: Deezy Klatta

Posted: Thu Mar 30, 2017 6:30 pm
by Capt. Murdok
Quarterly Action Deck: Noble Sacrifice

"Play when an adjacent ally suffers damage. You suffer the damage instead."

Re: Deezy Klatta

Posted: Thu Mar 30, 2017 6:31 pm
by Deezy Klatta
lol

That's pretty awesome.

I am already planning an impassioned but inarticulate, rambling speech.

Re: Deezy Klatta

Posted: Mon Jan 08, 2018 7:30 am
by Deezy Klatta
Requested alterations - Due to terminal newbie-itis on initial design:

Amend Advances from this:
Initial Advances: (From Hindrances): +1d Smarts, Mr Fixit
Free Edge (Human): Master of Magic
Novice 1 Advance: Power Points
Novice 2 Advance:
Novice 3 Advance:


To this:
Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge
Free Edge (Human): Master of Magic
Novice 1 Advance: Mr. Fixit
Novice 2 Advance: Power Points
Novice 3 Advance:


That will also use my current unused Advance.

Also asking if I can select Summon Ally with my Hero's Journey 'pick your power' roll instead of Fly, since I can build Fly as a gadget but the only way TWs can ever summon cool robot buddies is if they get that HJ roll. That said, now that we have another summoner in the group that may not be as needed, so it's fine if not. :)

Re: Deezy Klatta

Posted: Mon Jan 08, 2018 7:31 am
by Pursuit
Looks good to me, and certainly not game breaking. I approve.

Re: Deezy Klatta

Posted: Mon Jan 08, 2018 7:33 am
by Deezy Klatta
Hah! You ninjaed me. I added another thing there. :)

Re: Deezy Klatta

Posted: Mon Jan 08, 2018 7:37 am
by Pursuit
Broke my own rule of etiquette; I usually try to let a post sit for 5 minutes before responding. Taking summon ally instead of fly is fine with me, too, but because it’s not on your spell list, you have to take it at Novice level (per the HJ table wording) - which means you could summon Novice-level robots, but not Seasoned or higher (until you actually reach those ranks).

Re: Deezy Klatta

Posted: Mon Jan 08, 2018 8:17 am
by Deezy Klatta
That's entirely correct. Even so, it's a cool power and feels very appropriate for Deezy.

Her summons won't be powerhouses, but they'll be a lot of fun to describe and stuff. Just neat little robot guys clanking around...unfolding from coffee cans or whatever she builds their storage pods out of, hehe.

Re: Deezy Klatta

Posted: Tue Apr 02, 2019 11:01 am
by Deezy Klatta
Tech Wizarding Accounting Post

TWing Triax T-13 Field Mechanic Armor
Total Cost: 37,500 credits
Total Time: 17 days
Minor: +2 Armor
Minor: +2 Armor
Major: Power - Environmental Protection

Conversion: 7500 credits
Build Roll: [dice:3jd6vaz2]51232:4[/dice:3jd6vaz2] or [dice:3jd6vaz2]51232:5[/dice:3jd6vaz2]
Time: [dice:3jd6vaz2]51232:0[/dice:3jd6vaz2] hours

Minor Build [dice:3jd6vaz2]51232:6[/dice:3jd6vaz2] or [dice:3jd6vaz2]51232:7[/dice:3jd6vaz2], [dice:3jd6vaz2]51232:1[/dice:3jd6vaz2] hours
Bleh, I got more bennies than money, I'll EE this one [dice:3jd6vaz2]51232:12[/dice:3jd6vaz2]
Minor Build [dice:3jd6vaz2]51232:8[/dice:3jd6vaz2] or [dice:3jd6vaz2]51232:9[/dice:3jd6vaz2], [dice:3jd6vaz2]51232:2[/dice:3jd6vaz2] hours
Ace! [dice:3jd6vaz2]51232:13[/dice:3jd6vaz2]
Major Build [dice:3jd6vaz2]51232:10[/dice:3jd6vaz2] or [dice:3jd6vaz2]51232:11[/dice:3jd6vaz2], (power or edge) [dice:3jd6vaz2]51232:3[/dice:3jd6vaz2] days

Re: Deezy Klatta

Posted: Tue Apr 09, 2019 7:37 am
by Deezy Klatta
Great Metal Beast - Signature Robot Armor (hypothetical abilities)
Base Item: NG-Ex5 Behemoth Explorer

Minor: +1 Drive
Minor: -1Crew requirement (based on halving weight? GM call, might be a Major)
Major: 10 PPE storage
Major: x2 Speed, +1 Handling on ley line
Major: Edge: Combat Ace
Major: Power: Bolt

Final Stats:
Great Metal Beast: Size 8, Crew 1+19 Passengers, Str d12+6, Toughness 40 (18) MDC, Pace 7 (14 on ley line)
Weapons: 2x Mini-Missile Launchers (in arms), Various magic 'blasters' (Bolt power)
Special: +1 operation skill, grants Combat Ace edge, stores 10 PPE (recharges 1/15 min on ley line), +1 Handling on Ley Line, TW workshop, vehicle bay


A heavily modified, TW converted NG-Ex Behemoth Explorer, the Great Metal Beast has had half of its passenger capacity converted into a full-featured Techno-Wizard Workshop that immediately adjoins the vehicle bay. Various enchantments and mystical automations allow the massive robot to be piloted by a single individual, and eases the operator burden during combat.

Re: Deezy Klatta

Posted: Fri May 10, 2019 4:49 pm
by Deezy Klatta
Nevermind the robot armor signature item, that got voted down

Instead...the Omni-Blaster, in it's FINAL FORM...

Base Item: NG-P7 Particle Beam Rifle (3d8+8 MD AP 6, RoF 1, 20/40/80 rng, 8 shots/charge, 17lbs; +2d4 dmg on raise, Snapfire)
Major: Power - Bolt (see below)
Major: 10 PPE reserve
Major: +1d Shooting
Major: Reduce Min Str to 1d4
Minor: +1 Damage
Minor: +1 Damage

Bolt (automatic raise on hit, 12/24/48)
  • 2d6+2 bolt - Cold/Fatigue trapping: Vigor -2 or gain cold-based Fatigue; 6/12/24 rng, 1 PPE/bolt up to 3
  • 3d6+2 bolt - Fire/Flammable Trapping: Roll to ignite flammable objects; 4-6; 2PPE
Onslaught (automatic raise on hit, 18/36/72)
  • 3d4+2 MD bolts - Light/Beam Trapping: d4 damage, 4 AP, 2PPE/missile up to 4
  • 6d6+2 MD bolt - Electrical/AP trapping: 2AP, 5 PPE