Talamus an Elven Techno-Wizard

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Kidemonas
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Talamus an Elven Techno-Wizard

Post by Kidemonas »

Heroes Journey Rolls: 5 rolls total, 3 must be on limited list which includes education.
Education Table: [dice]0[/dice]
Education Table: [dice]1[/dice] reroll duplicate result [dice]5[/dice]: Chose 17-18 Highly educated +5 Skill points for knowledge, healing and Investigation
Education Table: [dice]2[/dice]
Training Table: [dice]3[/dice]
Training Table: [dice]4[/dice]

Rich Rolls:
Body Armor Table: [dice]6[/dice]
Body Armor Table: [dice]7[/dice]

Filthy Rich Rolls:
Body Armor Table: [dice]8[/dice]
Ranged Weapon Table: [dice]9[/dice]
Ranged Weapon Table: [dice]10[/dice]

Basic Backstory to be flushed out: Finished, see character post.
Last edited by Kidemonas on Fri May 12, 2017 1:04 pm, edited 2 times in total.
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Kidemonas
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Re: Talamus (Alternate Character for Kidemonas)

Post by Kidemonas »

TALAMUS
DESCRIPTION: Talamus was born in another world, training to be a alchemist from a young age he was fascinated with all the things he was learning from his master. Unfortunately, such things where not to be. Talamus was working with his master Ahrelion when the school was attacked by a dozen Shayakar and their corrupted minions. The magical assault that took place led to a series of explosions knocking Talamus out.
When Talamus awoke he was in a strange new place. There was strange looking middle aged human woman standing over him and talking in a language he did not understand. Her chatter had the tempo and tone of an insane person as she talked to a strange metal box in her hands. Looking down at himself he could see he was injured very badly. “Oh, well you are awake.” Talamus could see the magic coming from the strange looking box the woman was carrying. “Do you know what happened to you young man?”
Feeling tired, confused and in pain Talamus answered. “I don’t understand, where am I. How are humans here, there should not be any humans for many miles.”
“Oh, I am afraid you are a very long way from home. This is Lazlo son, and where ever you came from when I found you, you were falling from the sky. I almost couldn.t save you.” Going back to her tinkering the conversation went through the night as she explained what Rifts are and what had happened to him and as he explained about his own life. Talamus has tried several times to get home, but been unable to. Even when consulting a Shifter about it, the Shifter found he was unable to locate the world Talamus came from.
Living with the old woman Talamus soon began to serve under her as he had his masters at home, learning her name was Kelly Monroe. She hated the term master and preferred to be called a teacher, as she instructed him and taught him in all she knew he became fascinated with the sciences of this world. But soon his fascination grew to the point he wanted to learn more. Signing up to be a mechanic in the Lazlo defense force paid for the furtherance of his education and TW, obsession. Now after living half his life in this world, Talamus has heard of others from Shaintar on this world and he has travelled to meet them. Learning of their cause in the Tomorrow Legion Talamus thinks it an excellent idea and immediately asked to join them.
Talamus still cares deeply for “Grandma Kelly”, and knows how much he owes her for the knowledge she has given him and sacrifices she made to help him. He frequently travels to visit her when he has the opportunity both to catch up and to see that she is still doing well, and her business as a Techno-Wizard is doing well.

RANK: Novice Experience: 0+5 Advances Left: 0
ICONIC FRAMEWORK: Techno-Wizard
AGE: 32 | HEIGHT: 6’3” | WEIGHT: 160 lbs
ATTRIBUTES: Agility d6, Smarts d12, Spirit d12, Strength d4, Vigor d4
CHARISMA: +2; PACE: 6; PARRY: 5; TOUGHNESS: 8 (4)
P.P.E.: 15

TRAINED SKILLS: (points)
  • Boating d4+2 (1)
  • Driving d4+2 | d4 starting value from Hero’s Journey. (0)
  • Fighting d6 (2)
  • Healing d6+2 | d6+2 starting value from Hero’s Journey (0)
  • Investigation d8 (3)
  • Knowledge (Arcane) d12 | d6 starting value from Iconic Framework (3)
  • Knowledge (Engineering) d12 | d6 starting value from Iconic Framework (3)
  • Knowledge (Science) d6 | d6 starting value from Iconic Framework (0)
  • Knowledge (Computers) d4 (1)
  • Knowledge (Cybernetics) d4 (1)
  • Knowledge (Electronics) d4 (1)
  • Lockpicking d4 (1)
  • Notice d6 | d4 starting value from Race (1)
  • Persuasion d4 (1)
  • Piloting d4+2 (1)
  • Repair (d6) | d6 starting value from Iconic Framework (0)
  • Shooting d6 (2)
  • Streetwise d4+2 (1)
  • Survival d4+2 (1)
  • Techno-Wizardry d12 | d8 starting value from Iconic Framework (2)
UNTRAINED SKILLS: Climbing d4-2, Gambling d4-2, Intimidation d4-2, Knowledge (History) d4-2, Knowledge (Medicine) d4-2, Knowledge (Politics) d4-2, Riding d4-2, Swimming d4-2, Stealth d4-2, Taunt d4-2, Throwing d4-2, and Tracking d4-2.

ELDAKAR RACIAL TEMPLATE
  • Enemies: All creatures of Darkness and Flame will seek to kill an eldakar given any chance.
  • Gossamer: Strength raises are doubled throughout character life, Vigor raises are doubled during character creation.
  • Immortal Grace (d6 Agility), Acumen (d6 Smarts), and Will (d8 Spirit).
  • Keen Fae Senses: +1 die type for Notice, and +2 to sight-based Notice checks.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting.
  • Magically Sensitive: detect arcana at will with a spirit roll (+2).
  • Unearthly Fae Beauty: Infused with the beauty of the fae, eldakar enjoy an inherent +2 Charisma.
  • Weakness: All eldakar are deathly vulnerable to Black Iron and Blood Steel and suffer +4 damage from those sources.
HINDRANCES
  • Cybernetic Intolerance (Iconic): Techno-Wizards suffer the same penalties as all other casters with Cybernetics.
  • Device Dependent (Iconic): Techno-Wizards cannot cast spells without their gadgets, gizmos or tools.
  • Enemies (Iconic): Coalition and Federation of Magic.
  • Gearhead Geek: Quirk, talks to himself, or is it the machines?
  • Unknown (Major): Small (-1 toughness)
  • Unknown (Minor): Cautious (overly careful)
  • Unknown (Minor): Loyal (tries to never disappoint his friends)
Edges & Advances
  • Iconic: Arcane Background (Weird Science): 15 PPE, 3 powers, Techno-Wizardry d8
  • Arcane Machinist: Gadgeteer Variant, may use Smarts/2 times per session, and only takes 1 turn.
  • Machine Maestro: +2 to all non-combat trait rolls with technology, and +4 with techno-wizardry. Bonus is reduced by half to +1/+2 for combat related trait rolls.
  • Required Knowledge: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.
  • Hero’s Journey: +5 Skill points in Knowledge, Healing & Investigation
  • Hero’s Journey: +5 Skill points in Fighting, Shooting & Throwing
  • Hero’s Journey: d6 Healing
  • Hero’s Journey: Healer Edge (+2 on all healing rolls, for self or others)
  • Hero’s Journey: +2 Common Knowledge rolls related to NA geography, Survival and Streetwise checks in North America
  • Hero’s Journey: Ace Edge (+2 to Boating, Driving, Piloting; may make Soak rolls for vehicle at –2), d4 starting driving.
  • Hindrance Point: Rich
  • Hindrance Point: Master of Magic
  • 05 Experience: Filthy Rich
  • 10 Experience:
  • 15 Experience:
  • 20 Experience:
GIZMOS : Talamus’ research into temporal probability and quantum field theory was very successful.
  • Talamus’ Evolutionary Manipulation Cube – With this device he is able to temporarily alter which version of a creature or person arrived at a given moment in time. By channeling 2 PPE into the machine he is able to increase or decrease any trait his target has (double on a raise) for 18 seconds. By overloading it and channeling 4 PPE into the machine he doubles the effect! (Boost/Lower Trait)
  • Talamus’ Temporal Displacement Field Generating Belt – By altering the quantum state of the matter around himself Talamus is able to appear in multiple locations at once, making it very difficult for others to discern the correct Talamus to attack. By channeling 2 PPE into the machine per target he is able to make the target coexist in two locations at the same time making attacks -2 to hit him (-4 on a raise) for 18 seconds. By overloading it and channeling 4 PPE into the machine he doubles the effect! (Deflection)
  • Talamus’ Mnemonic Imprint – Worn on the outside of your clothing this harness fits like a bandoleer. When activated it imprints on the wearer’s muscle memory and even mind perfect remembrance of warriors from the wearer’s past. While temporary as the mind naturally cannot hold such information for too long, the effects can be amazing. By channeling 4 PPE into the harness he is able to gain a single Combat Edge of Veteran or less ignoring all requirements other than Rank (even other edges). By overpowering the device and spending 8 PPE the wearer can gain any two Combat Edges of Legendary or less ignoring all requirements (even other edges). This knowledge and skill is hard to maintain and only lasts for 18 seconds before requiring an addition PPE per every 6 seconds. (Warrior’s Gift)
GEAR: [dice]0[/dice] × 1,000 credits. =6,000
  • Adventure Survival Armor: 4 Armor, enchantments grant +2 on related Vigor checks, +1 to Strength & Fighting Damage rolls, camouflage system grants +2 Stealth checks in Woodlands or Urban settings (can be switched as a full turn action), and helmet targeting enhancements, grant +2 on all ranged attacks.
    . (5 lb, 10,500 credits)
  • TK Revolver (upgraded with +1 Shooting): range 12/24/48, 2d6+2, RoF 1, AP 4, Shots 6, Weight 4, Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • NG-LG6 Laser Rifle: range 25/50/100, 3d6+2, RoF 1, AP 2, Shots 20, Weight 19, Notes: Min Str d6, SA. Integral grenade launcher (Range 18/36/72, Damage by grenade, 8 shots). Cost: 20,000
  • NG-E4A Heavy Plasma Ejector: range 30/60/120, 3d10+3 mega damage, RoF 1, shots 42, weight 50, Notes: Strength minimum d12. Cost: 80,000 (Note this thing is way to big for him to use. But he has ideas of how to fix it up and perhaps gift it to a friend or sell it.)
  • Tool Kit[/b]
  • 20,000 credits from Filthy Rich in TW materials, tools and supplies.
  • NG-S2 Survival Pack

Hero’s Journey
  • Heroes Journey Rolls: 5 rolls total, 3 must be on limited list which includes education.
  • Education Table (4): Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d6.
  • Education Table (20=17-18): Attended a high end school in Lazlo supplementing his training as a TW. she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
  • Education Table (9): He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
  • Training Table (17): He understands the nuances of guiding a machine effectively through the worst conditions. He gains the Ace Edge, as well as a one die type increase in Driving.
  • Training Table (2): After serving on the New Lazlo Security force for several years, he has some solid combat training. He gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Rich Rolls:
  • Body Armor Table (8): Micro exoskeleton enhancements in the upper torso and arms give your hero a +1 to all Strength checks and fighting damage rolls.
  • Body Armor Table (17): The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks
  • Body Armor Table (7): Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in woodland settings. If the suit also has the urban patterns, your hero can switch between the two as an action.
  • Ranged Weapon Table (7): The NG-LG6 Laser Rifle combines exceptional firearm capabilities with a handy grenade launcher, making your character a favored squad support member as well as a favored target for enemy shooters.
  • Ranged Weapon Table (3): Add any Personal Ranged Weapon listed in this book to your character’s gear list.
    Apply all other results from rolling on this table to your new weapon as you wish. NG-E4A
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Kidemonas
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Re: Talamus (Alternate Character for Kidemonas)

Post by Kidemonas »

Ready for feedback.
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