Techno Smithy- Lady Arsenal ( now an actual character)

Home to characters who have been put into an official "Inactive Character Slot" for later use.
Locked
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Techno Smithy- Lady Arsenal ( now an actual character)

Post by Pender Lumkiss »

Note to GM:
The below character is a TW in everyway. I just found something called a techno smith in one of the dimension books and ran with it.

HJ rolls in Robs game is pick e’m, and Side Kick gets 4 rolls

—Education: Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.

—Magic and mystism: More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.

—Magic and mystism: novice power off any list or one power off TW list: Asnir’s portable liquid ejector with nozzle. Holy water bolt.

—Experience and wisdom: professional edge of choice: master of magic!
-Training: +5 skill pts to combat related skills

EP spent on Body armor rolls: [dice:2n9sq1hy]43631:0[/dice:2n9sq1hy] ANY ARMOR!
NG-EX10 “Gladius” Light Exoskeleton Battle Armor: Northern Gun's attempt at blurring the line between body armor and power armor, the Gladius runs on an integrated rechargeable battery (instead of the miniature nuclear plants of most powered suits). It provides +7 M.D.C. Armor and +2 Toughness with Full Environment Protection and grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). (80 lb, 150,000 credits)
Purposed Sig Item: (Tinker Tech) 3 Majors and 2 minors
(Major) Embedded Weapon: Micro missile launcher gauntlets: Mounted Rocket Launcher
Rocket launcher
Rocket launcher
(Major) Embedded Foam Dispenser (Using Mancatcher from slip stream except swapping out fighting for shooting) I would figure range would need to be 1/2/4.
  • A foam capable of suppressing fires but its main objective is to cover a target effectively entangling them in a super thick hardening foam like substance. A switch near the butt acti-vates the mechanical pincers. Not easy weapons to wield effectively, a suc-cess on the shooting roll means that the target has been caught around his waist but his arms remain free. With a Raise the arms are pinned as well. Because the opponent is encased in a ridged foam substance similar to concrete they are unable to move. Encased victims may attempt to break free. The victim must succeed in an opposed Strength roll if pinned around the waist. Escaping when the arms are pinned is much harder; the victim's Strength roll suffers a –4 penalty. The foam dispenser has a d12+4 Strength for resisting escape attempts (Not a wild card).
(Major ) Embedded Weapon: Stunner “Neural Mace”
Nural Mace
Nural Mace
Minor x2: Sensor System: +2 to notice
Field Team Six Bennies
3/6
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: TW Lady Arsenal ( Side kick for Power Dump)

Post by Pender Lumkiss »

Player Name: Jon
Google Handle: jonneeper@gmail.com
Lady Arsenal
Rank: novice Experience:15(+5 pbp, +10 xp) Advances Left:
Race: Altara
Iconic Framework: Techno Smith, TW From space.
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25
Skills: 15, +5 ( kn, investigate, heal)+5 combat skills
  • Techno Smithy d12+2(2, starts with a d8)
  • kn Arcana d12(3, starts with a d6)
  • Kn Engineering d12(3, starts with a d6)
  • Kn Science d6 (free d6)
  • Kn Repair d12(3, starts with a d6)
  • Fighting d6(2)
  • Shooting d8 (4)
  • kn Electronics d10(4)
  • persuasion d6(2)+2Attractive-4 altara
  • Notice d8(2) +2 Alertness, +2 armor sensors


Hindrances
  • Hindrance (Minor): Bigmouth
  • Hindrance (Minor): Pacifist Minor
  • Hindrance (Minor): Loyal
  • Hindrance (Minor): cautious
  • Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
  • Enemies: Like all practitioners of arcane arts, Techno Smithies are outlaws in Coalition States and coveted in the space lanes. Those who do not bow to Lord Dunscon's authority in the True Federation—including those serving the Tomorrow Legion—are also deemed enemies of the state there.
  • Gearhead Geek: The Techno Smith relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.


Edges
  • Edge(IF): AB TW ( 3 powers)[
  • size=73] Intangibility( Ghosting), Teleport( Electrical Jaunt), Claravoiance(Spy Drones)[/size]
  • Edge(Hindrance): Professional Techno Smithy arcane skill
  • Edge(Hindrence): Expert Tehno Smithy Arcane skill
  • Edge(HJ): Master of Magic


Powers:
  • Intangibility: Ring of the Ghost, this techno smithy ring when fastened will alter the very matter of a person so that they become a being of ectoplasm capable of passing through normal matter.
  • Teleport: Talisman of Electrical Teleport, This talisman when activated will allow the wearer to pass along electrical currents popping out at a desired location.
  • Clairvoyance: Gauntlet of Spy Drone: A fleet of drones give the wear of this gauntlet the ability to see things that are not at their location.
  • Bolt: Wand of Holy Water: At regular usage spurts of water are ejected from this artifact. At full strength holy rays of the power cosmic blanket the target.(2d6 bolts are water, 3d6 are holy)



Race
  • Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The average person hates and fears Altara; they suffer a −4 Charisma penalty with most folks who discover who and what they are.
  • Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending 1,200 feet (200”) which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.

Iconic Framework
  • Arcane Background (Weird Science): Techno Smithies begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno Smithies have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno Smithy skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno Smithies gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
  • Master Smith: The Techno Smith skill counts as Techno wizardry in any and every meaningful way. They are able to build fantastical magic items substituting Techno Smith for techno wizardry and repair TW items.
  • Talisman Creation(Arcane Machinist): Techno Smithies begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes),
    • The character produces a magical talisman replicating any power available to Techno Smithies. To make the device requires a successful Techno Smith roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno Smithies normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A TS can use Talisman creation up to half her Smarts die per session.
  • Machine Specialist: A Techno Smithy can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW or TS gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Extensive Training: Trained for years in the Warlock College on Magestar these smithies are a fount of technical expertise. They begin with the following skills for free: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.
  • Complications:
    • Cybernetics: Despite their love of technology, even Techno-Smithies suffer penalties to their magic from implanted cybernetics (page 108).
    • Device Dependent: As with any Weird Scientist, a Techno Smith must have her gizmos for her powers or parts to use Talisman Creation. She must have gear and tools to make her magic work.



Advances
  • Initial Advances: (From Hindrances): Professional TS, Expert TS
  • Novice 1 Advance: Raise Agility to d8
  • Novice 2 Advance: Raise Fighting to d8 and Notice to d8
  • Novice 3 Advance: More ppts:+5
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • 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:
Field Team Six Bennies
3/6
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: TW, Lady Arsenal ( Side kick for Power Dump)

Post by Pender Lumkiss »

Part of the Atlantis and Warlock Navy exchange program this Altara had the esteemed privlage of attending the warlock college on MageStar. Having served, and not forgotten by her evil masters on Atlantis she was relegated to servicing the veriety of cold boxes, hot boxes, open flame burners, and dutch ovens used to prepare the food for the Everything Buffet in the Splynn Dimentional Market.

This Bioborg started reading a book and took a fancy in some hero named Malcom. What was I supposed to do? The Bio Borg called me lady and treated me with the first amount of reverence I had ever known. He made me feel... He made me feel special. What was this lady supposed to do when Food and Power Dump flew the coop in a rickety ship half the size it aught to be and not enough fuel to get them from A to Z. This lady had to go, had to help... Power Tried to get a job on the Persuit, a bunch of stuck up kill muder death joys if you ask me. I kind of like little Seymour that Power Dump walks arround with now. We found the crew of the Remorseless and took off in a good ship for jobs and fame unknown.
Field Team Six Bennies
3/6
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: TW, Lady Arsenal ( Side kick for Power Dump)

Post by Pender Lumkiss »

Adventure Survival Armor (TW)
[list][*]+4 Armor
[*]Strength Minimum: N/A
[*]Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
[*]Weight: 5 lb[/list]


TK Revolver
  • Range: 12/24/48
  • Damage: 2d6+2
  • RoF: 1
  • AP: 4
  • Shots: 6
  • Weight: 4 lbs
  • Cost: 10,000
  • Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • Add one TW Minor Upgrade: solar flare
NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Took Kit

Creds: 4500
OOC Comments
[dice:24jrpnr0]44159:0[/dice:24jrpnr0] x 1,000 credits.
+500 creds for hover board
Field Team Six Bennies
3/6
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Techno Smithy- Lady Arsenal ( Side kick for Power Dump)

Post by Pender Lumkiss »

Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/10PPE: +2 professional, +2 Machine Specialty [dice:2hrk9vb4]45628:0[/dice:2hrk9vb4] wild [dice:2hrk9vb4]45628:1[/dice:2hrk9vb4]
  • Invisibility “ Vanishing Talisman” 15/15 PPE: +4 -2 seasoned [dice:2hrk9vb4]45628:2[/dice:2hrk9vb4] wild [dice:2hrk9vb4]45628:3[/dice:2hrk9vb4]
  • detect/conceal “Arcane Talisman” 15/15 PPE: [dice:2hrk9vb4]45628:4[/dice:2hrk9vb4] wild [dice:2hrk9vb4]45628:5[/dice:2hrk9vb4]
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE: [dice:2hrk9vb4]45628:6[/dice:2hrk9vb4] wild [dice:2hrk9vb4]45628:7[/dice:2hrk9vb4]
  • Bolt, “God Gun” 15/15 PPE: [dice:2hrk9vb4]45628:8[/dice:2hrk9vb4] wild [dice:2hrk9vb4]45628:9[/dice:2hrk9vb4]
Field Team Six Bennies
3/6
Locked

Return to “Cryo-Freeze”