Eco-Wizard IF (TW Reskin)

Custom stuff that is being test on a one-off basis.
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High Command
The Savage Inquisition
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Eco-Wizard IF (TW Reskin)

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Eco-Wizard
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In the deep south of Rifts North America lies the Dinosaur Swamp, a place filled with creatures from Earth's primordial past, or something very much like them, and home to tribes of primitive and often mutated humans. The dinosaurs are transformed by the strong magic of Rifts Earth into Mega Damage monsters. A large part of the reason for the continued survival of the tribes in these harrowing conditions is their Eco-Wizards. An Eco-wizard is much like a Technowizard, they craft devices usable by anyone with PPE or ISP. The difference is the devices they create are essentially stone age technology, made primarily from the skin, bones, teeth, claws, and sinews of the very Dinosaurs that threaten their tribes. Eco-wizards lack an understanding of advanced technology, but know a lot about survival in savage conditions.

HERO’S JOURNEY (5 ROLLS)
The character gains 3 rolls on the following tables: Enchanted Items and Mystic Gadgets (note: the character can have and use TW devices, but may well have an equivalent Eco-wizard device), Experience and Wisdom, and Magic and Mysticism. Additionally, the Eco-Wizard gains an additional 2 rolls on any table except Psionics, Cybernetics, Body Armor, and Ranged Weapons. If they gain the Rich or Filthy Rich edge at creation results are negotiated with the GM.

ICONIC TRAITS
I can feel the Land
Eco-wizards are masters of living with their environment, connected on a magical level with the world around them. They can feel the presence of danger in a way few other can comprehend. When Supernatural predators prowl, they know it. When Ley Line Storms are about to happen, the feel it. When the environment is threatened by poisons and pollution, it is obvious to them.

Some claim the spirits of the land speak to them, others may say it is the spirits of their ancestors, or simply being one with the living magic of the world. It does not matter how they explain it, the fact is an Eco-wizard is one with nature in a way few others can understand.

Barbarian Builder
Weird Science with a twist, rather than building high tech devices endowed with supernormal abilities, an Eco-Wizard builds low tech devices endowed with mystical traits. Rather than metals, plastics, ceramics, and microchips, they construct devices of wood, bone, hide, sinew, claws and teeth. Aside from material considerations, these devices function nearly identically to the devices of Techno-wizards with the same Arcane Background, powers, and limitations. Their Arcane Background grants them access to the following powers: armor, barrier, beast friend, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, disguise, dispel, drain Power Points, entangle, environmental protection, farsight, fear, fly, greater healing, havoc, healing, invisibility, light/obscure, pummel, quickness, shape change, slow, slumber, smite, speak language, speed, stun, succor, summon ally, telekinesis, wall walker, and warrior’s gift. They have access to all trappings from Savage Worlds except Necromantic (which is ironic, because many outsiders confuse them with necromancers).

The skill they use to construct their devices, while functionally similar to Techno-wizardry, is called Eco-wizardry and is a Smarts-based skill. Eco-Wizards can use, but not repair, Techno-Wizard devices and vice versa. Like Techno-Wizards, personal energy must be used to power devices. Eco-wizards do not qualify for technology based edges involving advanced technology except their own version of the Gadgeteer edge. On the other hand, their ecological awareness qualifies them for wilderness based edges like Woodsman.

Build Roll: The Eco-Wizard makes a roll using the lower of Survival, Knowledge (Arcana), or Eco-Wizardry to build lasting items.

ICONIC FRAMEWORK ABILITIES AND BONUSES
  • Arcane Background (Eco-Magic): Eco-wizards have a unique form of magic that is often confused with necromancy, though in truth is diametrically opposed to that mystic art. By using the leftover materials from various creatures (dinosaurs, animals, animalistic monsters; never sentients) the Eco-wizard can imbue these remains with a power that they wear and/or use as an arcane device. This works just like normal Weird Science, but the abilities are focused through creations from animalistic creatures' remains. Eco-Wizards start with the Eco-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a EW device (same as those who can use TW devices, TLPG page 76) can also use a Techno-Wizard’s 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. Like techno-wizards, Eco-Wizards 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.
  • Affinity With the Ecosystem: The Eco-Wizard is so in tune with their natural environment that they can intuitively sense dangers and disruptions within it. They gain the Alertness and Danger Sense Edges. With a Notice check they can also tell if food is spoiled, if animals are sick or poisoned, or if an unknown plant or animal is safe to eat.
  • Also, with a Notice check, Eco-Wizards can sense the presence of storms, ley lines, and powerful supernatural beings. A success means they know the general direction and distance of the event (near/far, north/south, etc.) with a raise they can determine a more exact location. This ability doesn’t work inside sealed armor or vehicles. Additionally, the nearby presence of technology or cities can foul up the senses imposing a penalty of -2 to -4 on Notice checks.

    Awareness Modifiers examples (penalties are set by GM discretion):
    • Negated inside a city, vehicle, or environmentally sealed armor
    • -4 near a city or heavy technological presence
    • -2 if target or sensing character near a large piece of technology (robot, vehicle, etc.)
    • -2 target or sensing within a group of tech laden beings (a group of heroes, mercenaries, etc.).
  • The Land Sustains Me: The power of the natural world flows through the eco-wizard giving them Knowledge (Arcana) d6, Survival d8, and use of the environmental protection power at will, as a free action. This uses no PPE but is limited up to half of their Spirit die per day.
  • Barbarian Artisan: Eco-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Eco-Wizards. To make the device requires a successful Eco-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Eco-Wizard’s 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 breaks or otherwise becomes unusable. A Eco-Wizard can use Barbarian Artisan up to half her Smarts die per session.
ICONIC FRAMEWORK COMPLICATIONS
  • Environmentally Dependant: An Eco-Wizard is one with natural environments, but is a fish out of water in most civilized regions. In sealed armor (power armor, fully environmental), vehicles, cities, or areas tamed by technology or magic they lose access to their Affinity With the Ecosystem and The Land Supports Me abilities.
  • Cybernetic Intolerance: The unnatural presence of cybernetics in their bodies is particularly disruptive to Eco-Wizards, imposing a -2 to their Eco-Wizardry rolls for each point of strain. Further, if their strain ever exceeds half their Spirit, they lose their connection to the environment until their strain decreases or their Spirit is improved.
  • Device Dependant: As with any Weird Scientist, a Eco-Wizard must have her devices for her powers or some kind of parts to use the Barbarian Arcane Machinist ability. She must have materials and tools within reach to make her magic work.
  • Necromantic Confusion: The use of bones and similar material in the construction of Eco-wizard devices makes many person think Eco-wizards are Necromancers. This tends to give giving a -2 to Charisma to those who don’t know the difference.
  • Low Tech:The Eco Wizard is from an area where advanced technology has been lost, they have no concept of gunpowder or steam power, let alone anything more advanced. To them, technology is as arcane as magic would be to an Operator. The Eco-Wizard suffers a -2 penalty when using or operating high tech devices such as computers, vehicles, or advanced weapons.
  • Enemies: The Coalition would consider any Eco-Wizards they encounter as a supernatural threat and would probably shoot them on sight. Lord Dunstan would doubtless try to recruit them, but any who refuse to bow to his authority will be considered enemies of the state.
ICONIC FRAMEWORK STARTING GEAR
  • Skin and Bone Armor: EW equivalent of Adventure Survival armor
  • Raptor Claw Blade: EW equivalent of a Vibroblade
  • Sling or Bow: EW equivalent of TW Revolver
  • One minor upgrade may be added to either the Armor, Blade, or bow (pick one)
  • A Primitive Survival Pack
  • A Primitive Tool Kit
  • 2d4*1000 credits in trade goods
TO SURVIVE AND THRIVE - ICONIC FRAMEWORK
  • Advice: While you can build the equivalent of most Techno-Wizard devices, you can not upgrade devices to work on ISP/PPE. On the other hand, you can harvest usable materials to build devices from powerful living foes, if you do not count the personal danger involved, it is going to cost you a lot less to build your devices.
  • Advice: On wilderness adventures, you ability to sense unseen danger will prove invaluable. In the absence of a Wilderness Scout, you will be primarily responsible for any survival tests the group may have to make.
  • Advice: Your Barbarian Artisan ability means that you can nearly always make the right tool for the job, if you do not have it already. As long as you have the parts you need, you can do just about anything on the fly...even in combat.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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