Doc Olliday - True Atlantean Techno-Wizard

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Doc Olliday
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Doc Olliday - True Atlantean Techno-Wizard

Post by Doc Olliday »

Character Name Doc Olliday
Rank: Heroic 1 Advances Left: 0
Race: True Atlantean
Iconic Framework: Techno-Wizard

Attributes:
  • • Agility d6,
    • Smarts d12,
    • Spirit d8,
    • Strength d6,
    • Vigor d6
Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0

Skills:
  • • Athletics (Ag) d4
    • Common Knowledge (Sm) d8
    • Notice (Sm) d8
    • Persuasion (Sp) d8
    • Stealth d4

    • Electronics (Sm) d10
    • Gambling (Sm) d4
    • Healing (Sm) d8 + 2
    • Occult (Sm) d8
    • Performance (Sp) d8
    • Repair (Sm) d10
    • Science (Sm) d10
    • Techno-Wizardry (Sm) d10
Hindrances
  • • Vengeful (Major): brief description
    • Cautious (Minor): brief description
    • Hesitant (Minor): brief description
Racial Abilities
  • • Ability: brief description
    • Ability: brief description
Edges and Iconic Abilities
  • • Reliable : brief description
    • Healer : brief description
    • I Know a Guy : brief description
    • Scholar : brief description
    • Streetwise : brief description
    • Work the Room : brief description
    • Master of Magic : brief description
    • Power Points : brief description
    • Combat Lifesaver : brief description
    • Improved Combat Lifesaver : brief description
    • Work the Crowd : brief description
    • Edge: brief description
Last edited by Doc Olliday on Thu Nov 04, 2021 4:57 am, edited 6 times in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Doc Olliday
Posts: 206
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Doc Olliday - True Atlantean Techno-Wizard - Cybernetics

Post by Doc Olliday »

OOC Comments
Cybernetics
Name
  • • Description
    • Cost:
    • Strain: 0
    • Abilities: .
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Doc Olliday - True Atlantean Techno-Wizard - Powers (Gizmos)

Post by Doc Olliday »

Gizmos - Powers
Arcane Background: Techno-Weenie (Wizard)
PPE/ISP: 0 - Recovery: 5/10/20/30/hour

• Trapped Power Name [Boost/Lower Trait] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Healing] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Relief] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Smite] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Sloth/Speed] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)



• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
Last edited by Doc Olliday on Fri Oct 22, 2021 3:32 pm, edited 2 times in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Doc Olliday - True Atlantean Techno-Wizard - Background

Post by Doc Olliday »

Background
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Doc Olliday - True Atlantean Techno-Wizard - Gear

Post by Doc Olliday »

Gear
NG-S2 Survival Pack (20 lb)
  • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Adventure Survival Light Armor (TW)
  • • Armor: +4 Toughness: +1
    • Weight: 5 lbs (Min Str: d4)
    • Rarity: -1; Cost: 10,500
    • Notes: +2 vs all Hazards
Combat Mage Heavy EBA (TW)
  • • Armor: +6 Toughness: +3
    • Weight: 36 lbs (Min Str: d10)
    • Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
    While powered increase Strength two dice and ignore min Str, farsight and darksight
    Body Armor HJ Roll (1) - Upgrade Starting Armor
    • Rarity: +4; Cost: 250,000
Sidearm
Telekinetic Revolver
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 6
    • Weight: 4 lbs. (Min Str: d4)
    • Rarity: -1 Cost: 15,000
Wilk’s 320 Laser Pistol
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon
Credits:
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables

Contacts
Last edited by Doc Olliday on Thu Nov 04, 2021 4:48 am, edited 5 times in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Doc Olliday - True Atlantean Techno-Wizard - Advances

Post by Doc Olliday »

Advances
Listed in Character Creation Order to assist in conflicts.

Choose Race (Choose a Race, apply resulting modifiers)
Racial Abilities
  • • Benefits, table rolls, etc
    • Alchemical Evolution - AGI d6; SMA d8; SPI d6; STR d6; VIG d6
    • Dimensional Traveler
    • Ley Line Affinity
    • Marks of Heritage
    • More Human Than Human
    • Natural Arcane Affinity
    • Transformation Immunity
    • Vampire Awareness
    • Versatile {RELIABLE EDGE]

    • Atlas Shrugged
    • Cybernetics
    • Hunted Across the Stars (Wanted Major—the Splugorth)
    • Sworn to the Clan (Vow Major—Serve the Clan)
    • The Endless Crusade (Racial Enemies—Undead & Demonkind)
Choose Iconic Framework (Choose an Iconic Framework not excluded by your Race, noting Edges, Hindrances, Skills, and other modifiers.)
Iconic Framework
  • • (3) three powers [BOOST/LOWER TRAIT; HEALING; RELIEF],
    • 15 PPE,
    • a Techno-Wizardry skill of d6 (their Arcane Skill),
    • and each of their powers built into separate Gizmos
    • Arcane Machinist
    • Machine Maestro
    • Electronics d6
    • Occult d6
    • Repair d6
    • Science d6

    • Cybernetic Strain
    • Device Dependent

Hero’s Journey
• Education, Enchanted Items & Mystic Gadgets, and Magic & Mysticism.
Education Table (3): 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 d4 [Healing d4].
• Any except Psionics
Experience & Wisdom Table (12): Doc has traveled far and wide, and he knows a lot about the world that could come in handy. Doc 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 Networking checks in North America.
  • Underworld & Black Ops Table - Interlude
  • Roll Result (1d20) [dice:3a014pgq]58047:1[/dice:3a014pgq] [19/5-7]
  • Description
    Doc Olliday has traveled far and wide, and he always seems to know someone, somewhere, she can call on for for information or aid. Doc Olliday has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
  • Body Armor Table - Epilogue
  • Roll Result (1d20) [dice:3a014pgq]58047:4[/dice:3a014pgq] [1-4]
  • Description
    You may trade the starting armor from your Iconic Framework (Adventure Survival Light Armor (TW)) for any other body armor (Ley Line Walker Light Armor (TW)) (not power armor or robot vehicle).
  • Enchanted Items & Mystic Gadgets Table - Epilogue
  • Roll Result (1d20) [dice:3a014pgq]58047:5[/dice:3a014pgq] [19/12-13]
  • Description
    When it's time to negotiate with strange visitors just arrived through a new Rift, Doc Olliday's Communication's Band is a vital asset.
  • Experience & Wisdom - Interlude
  • Roll Result (1d20) [20/15-16]
  • Description
    Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
    {Scholar - Healing]


Hindrances (Select up to 4 points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). For 2 Hindrance points you can raise an attribute one die type or choose an Edge. For 1 Hindrance point you can gain another skill point or gain additional Starting Funds equal to twice your Iconic Framework’s starting amount.)
Hindrance: Vengeful (Major)
Hindrance: Cautious (Minor)
Hindrance: Hesitant (Minor)


Attributes
See Alchemical Evolution
(You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
Agility: d4
Smarts: d4
Spirit: d4
Strength: d4
Vigor: d4

Skills (Athletics, Common Knowledge,Notice, Persuasion, and Stealth are core skills and start at d4 for free—see Expanded Skill Applications starting on page 71. More Skill Points is a Setting Rule, you have 15 points to put into skills. Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.)
Skills:
  • • Academics (Sm)
    • Athletics (Ag) - d4 (Core)
    • Battle (Sm)
    • Boating (Ag)
    • Common Knowledge (Sm) - d4 (Core) --> d8 (2, CharGen)
    • Driving (Ag)
    • Electronics (Sm) - d6 (IF) --> d8 (1, CharGen)
    • Faith (Sp)
    • Fighting (Ag)
    • Focus (Sp)
    • Gambling (Sm) --> d4 (1, CharGen)
    • Hacking (Sm)
    • Healing (Sm) - d4 (HJ) --> d8 (2, CharGen)
    • Intimidation (Sp)
    • Language (Sm)
    • Notice (Sm) - d4 (Core) --> d8 (2, CharGen)
    • Occult (Sm) - d6 (IF) --> d8 (1, CharGen)
    • Performance (Sp) --> d6 (2, CharGen)
    • Persuasion (Sp) - d4 (Core) --> d6 (1, CharGen)
    • Piloting (Ag)
    • Psionics (Sm)
    • Repair (Sm) - d6 (IF) --> d8 (1, CharGen)
    • Research (Sm)
    • Riding (Ag)
    • Science (Sm) - d6 (IF) --> d8 (1, CharGen)
    • Shooting (Ag)
    • Spellcasting (Sm)
    • Stealth (Ag) - d4 (Core)
    • Survival (Sm)
    • Taunt (Sp)
    • Techno-Wizardry (Sm) - d6 (IF) --> d8 (1, CharGen)
    • Thievery (Ag)
    • Weird Science (Sm)
Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • • Initial Advances: (Bonus from Hindrances):
    • • Streetwise Edge
      • New Powers Edge [SMITE, SLOTH/SPEED]
    • Edge(s) granted by Racial Features:
    • Cybernetic Modifications:
    • Novice 1 Advance: Smart +1 DT (d10)
    • Novice 2 Advance: Techno-Wizard d10 / Occult d10
    • Novice 3 Advance: Work the Room Edge
    • Seasoned 1 Advance: Master of Magic Edge
    • Seasoned 2 Advance: Spirit +1 DT (d8)
    • Seasoned 3 Advance: Performance d8 / Persuasion d8
    • Seasoned 4 Advance: Power Points Edge
    • Veteran 1 Advance: Combat Lifesaver Edge
    • Veteran 2 Advance: Smart +1 DT (d12)
    • Veteran 3 Advance: Repair d10 / Science d10
    • Veteran 4 Advance: Improved Combat Lifesaver Edge
    • Heroic 1 Advance: Work the Crowd Edge

    • Heroic 2 Advance:
    • Heroic 3 Advance:
    • Heroic 4 Advance:
    • Legendary 1 Advance:
    • Legendary 2 Advance:
    • Legendary 3 Advance:
    • Legendary 4 Advance:
Last edited by Doc Olliday on Thu Nov 04, 2021 4:56 am, edited 21 times in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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User avatar
Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

True Atlanteans

Post by Doc Olliday »

True Atlanteans

Once an advanced civilization of ancient humans related to the early Greeks, and written of by Plato the Athenian philosopher and many other ancient societies, the inhabitants of ancient Atlantis became something more. Magic was their science and arcane stone pyramids the centerpiece
of every settlement. The inhabitants of Atlantis used their pyramids to open portals in space and time to travel between their settlements on Earth, and to enable trade, exploration, and the colonization of the Megaverse®. Unfortunately, their scholars and researchers pushed the boundaries of
dimensional travel too far, creating a super rift that decimated human civilization across the globe and cut Earth off from the natural flow of arcane energies that powered all of their technology. The Atlantean continent was cast into interdimensional oblivion and its people scattered across space-time.

Thousands of years later came the Great Cataclysm, and with it the return of magic and the barren continent of Atlantis to RiftsEarth. The True
Atlanteans are aghast at what has become of Earth and their ancient human ancestors. The rise of the Vampire Kingdoms and the fate of their home
continent— now overrun by their ancient enemies the Splugorth—is particularly distressing. Having wandered across dimensions for millennia
fighting the good fight, their battle now returns to Earth.

POSITIVE RACIAL ABILITIES
The True Atlanteans are more than human.

„ [2] Alchemical Evolution:
Instead of the normal rule for determining base Attributes at character creation, True Atlanteans start with a d6 in all Attributes and may choose one to increase to d8. They increase Trait maximums to d12+1, except Strength and Spirit which become d12+2.

„ [0] Dimensional Travelers:
Regardless of where in the Megaverse® they hail from, True Atlanteans roll Common Knowledge to operate stone pyramids (Pyramid Communication, Teleport, and Dimensional Gate), recall vampire lore, and for fluency in Dragonese/Elven and Atlantean (an ancient Greek dialect).

„ [2] Ley Line Affinity:
True Atlanteans begin with Ley Line Sense and Phasing. They may take Ley Line Rejuvenation as a Novice Background Edge, see The
Tomorrow Legion Player’s Guide. Those who take a Framework providing these abilities (like Ley Line Walker) gain a free reroll on related checks.

„ [4] Marks of Heritage:
All True Atlanteans are marked with a pair of magical tattoos. On their left wrist is an Aura Weapon tattoo; a flaming silver longsword with their
clan’s crest on the hilt and motto on the blade. If activated with a raise the hero is +1 to hit and +1 to Parry with their clan sword. On their right wrist is a tattoo of a Heart pierced by a wooden stake. Together these tattoos grant +2 Toughness.

„ [0] More Human Than Human:
Because of their physical alchemical transformation True Atlanteans are remarkably long-lived (500+ years), but they can't reproduce with normal humans. The Coalition isn't fully aware of their existence, but will reject them as D-Bees if their heritage becomes known (tattoos and bio-alchemy mark them as supernatural). True Atlanteans do still count as human for purposes of selecting Iconic Frameworks (like Elemental Fusionists).

„ [1] Natural Arcane Affinity:
True Atlanteans have +5 PPE base and can use TW devices whether they pursue a magic path or not. After factoring in their Marks of Heritage, True Atlanteans begin with +7 PPE (+1 PPE for each Tattoo). This PPE isn't multiplied by other Edges or Abilities (e.g. a True Atlantean Ley Line Walker begins with 27 PPE).

„ [0] Transformation Immunity:
True Atlanteans can't be turned into undead, were-animals, or anything else. In addition, the powers of growth/shrink, intangibility, and shape change have no effect on them. They're unaffected by Bio-Wizard Augmentation (except torture). Note that Bio-Wizardry microbes, parasites, and
symbiotes still have full effect.

„ [0] Vampire Awareness:
True Atlanteans may Notice any vampires within line of sight. Those who already have the ability to Notice the supernatural gain a free reroll on such checks versus vampires.

„ [2] Versatile:
Begin play with either 2 additional skill points or a Novice Edge of choice (meeting its Requirements as usual). These choices are often guided by a clan's society and reflect their cultural values.

NEGATIVE RACIAL ABILITIES
True Atlanteans fight through time and space against evil, earning them powerful enemies.

„ [–2] Atlas Shrugged: Myths say the founder of Atlantis, the titan Atlas, was burdened with the weight of all creation on his shoulders. His offspring continue his legendary tradition and bear the fate of the Megaverse® on their collective back. True Atlanteans are either Heroic or Overconfident for no extra bonus.

„ [–1] Cybernetics: True Atlanteans halve their max Strain threshold for cyberware. They can't become Juicers or Crazies, take any Framework with 4 or more Strain in cybernetic systems, or roll on the Cybernetics Hero’s Journey table.

„ [–2] Hunted Across the Stars (Wanted Major—the Splugorth): True Atlanteans fight the Splugorth across multiple dimensions and have liberated many worlds from their oppression. In return they're hunted by the Minions of Splugorth. This includes being stalked by Sunaj Assassins, pursued by Slavers, and attacked on sight by their henchmen and allies, including many bounty hunters.

„ [–2] Sworn to the Clan (Vow Major—Serve the Clan): True Atlanteans are raised to put the clan before self and are regularly called upon to serve the clan in their journeys through the Megaverse®. This often takes the form of performing treacherous tasks, secretly providing information, or regularly donating money and valuables to the clan’s cause.

„ [–2] The Endless Crusade (Racial Enemies—Undead & Demonkind): Just as True Atlanteans ruthlessly hunt supernatural evil, they're targeted first by the undead, demons, and servants of evil who war against them. Such beings are violent unless a social skill check is successful. Persuasion checks with evil beings or their servants are at a –2 penalty

Clan Draco Amicus
Before Atlantis vanished, Atlanteans had a good relationship
with Chiang-Ku dragons, but it was Clan Draco Amicus that
managed to forge relationships with several other dragon spe-
cies. Just like the many other Atlantean clans, the Draco Am-
icus are dimensional travelers who have made the Megaverse
their home. During their travels, a large group of Clan Draco
Amicus happened upon a great war in a far off dimension. Le-
gions of dragons - all manner of dragons - were banding to-
gether in great flocks to battle bands of invading infernals. (This
is not related to the Minion War and is not connected to it.) The
Deevils were robbing the dragon nests of their precious eggs
for nefarious reasons one can only guess at. The Draco Amicus
were willing to assist the dragons and joined them in their war.
They created numerous Dimensional and Healing Pyramids,
and fought at their side. Some even joined some dragons on
raids into the very pits of Hell. The Atlanteans and their stone
pyramids tipped the balance of the war in the dragons’ favor,
and the Draco Amicus clan’s years of fighting alongside the ser-
pents earned them an honored place. Hence, the clan is forever
known as Friends of the Dragons. A friendship and status they
have maintained for thousands of years.

The clan’s relationship with dragons seems preordained, be-
cause in ancient Atlantis, they inhabited the Dragon Isles in the
northeastern part of the island continent. Always ones to travel
and explore, many were away in other dimensions when Atlan-
tis vanished. A good thing too, because the Dragon Islands were
among the first to be torn apart by dimensional anomalies. Un-
prepared, the clansmen on the islands did not have adequate time
to flee, and perished in the first dimensional storms that shook
the continent. Most of the clansmen who survived were away,
journeying on distant worlds and alien dimensions. Of those back
home, it is said that only a few hundred managed to make it to
safety before Atlantis disappeared.

With the clan already scattered across the universe, they
moved from world to world and dimension to dimension assist-
ing beings in need, but never finding a place to settle and call their
home. Only in the last thirty years has the clan found a dimension
that appears uninhabited and safe for them to settle down. The
dimension, christened Terra Orbis, has become the new home to
the Draco Amicus clan. Already half of their people have moved
to their new home, but the rest continue to wander among the
stars, coming to Terra Orbis only to visit for awhile.
At least one third of the clansmen are Nomads and another
third Tattooed Voyagers. The rest are a mix of occupations that
range from Stone Masters, Tattooed Defenders and Undead Slay-
ers to practitioners of magic, psychics, Wilderness Scouts, heal-
ers and scholars. They are capable fighters unafraid of battling
the supernatural, but are among the least combat oriented of all
Atlanteans. The Draco Amicus are also the least educated about
Atlantean history after the continent vanished.

Marks of Heritage/Clan Crest: The clan has a heart pierced
by a stake on the right wrist and a flaming scimitar on the left
wrist.

Bonuses for Clan Draco Amicus: Draco Amicus are very
comfortable around dragons and know how to deal with them
without offending the creatures. Dragons who recognize mem-
bers of Clan Draco Amicus are inclined to barter and trade with
them, share information and possibly assist them in some small
way. Many long-lived dragons remember, first hand, how the
Draco Amicus helped to preserve some of the dragons’ nesting
grounds, a dimension only known to adult and ancient dragons,
and these Atlanteans. The fact that the Draco Amicus have NEV-
ER revealed the location of the dragons’ nesting grounds nor
betrayed them in any way these past many thousands of years,
keeps the clan in their good favor and among the rare friends of
dragonkind. Even hatchlings have a genetic memory of the clan’s
assistance in the Infernal War.

Characters who are from the Draco Amicus clan gain a +20%
bonuses to Lore: Faeries and Creatures of Magic and are +2 to
save vs Horror Factor when dealing with dragons. There is a 60%
chance any dragon (80% if an ancient dragon) will recognize the
clan crest or the family name, and give members of the Draco
Amicus more latitude when dealing with them; i.e. not kill them
or their associates the first few times the mortals annoy or acci-
dentally insult the dragon, and not cheat them in business deal-
ings.
Last edited by Doc Olliday on Thu Oct 21, 2021 4:30 pm, edited 5 times in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
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Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
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Doc Olliday
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Techno-Wizard

Post by Doc Olliday »

Techno-Wizard
Arcane runes and copper wires conducting eldritch energy to gems at enchanted junctions, and classic vehicles soaring the skies as much by will as by wire—these are the defining joys of the Techno-Wizard. He loves machines, but he loves the magic potential of machines even more, and he’s
dedicated his life to fulfilling that potential wherever he can.

Techno-Wizards see the quest for renewable energy sources as long over. The solution flows all around them in naturally occurring power conduits
crisscrossing the planet, surging through nexuses and Rifts like giant transformers and junction boxes. Magic is the ultimate in broadcast power, and the great ancient wizard, Tesla, would be very proud of what they’ve done with it so far.


HERO’S JOURNEY (TWO ROLLS)
Techno-Wizards gain one roll on the following tables:
Education, Enchanted Items & Mystic Gadgets, and Magic & Mysticism.

They gain another roll on any table except Psionics.

I CAN HEAR MACHINERY
Technology sings to the eldritch engineers. They can hear the complex melodies of a machine in perfect working order as well as the discordant sour notes of equipment in dire need of tuning or repair. This is doubly true when dealing with tech converted to arcane processes infinitely more efficient and masterful in design.

For some Techno-Wizards, this special relationship with technology manifests as the ability to see the inherent arcane symbols and runes on all devices (as well as power flows and digital signals) as unearthly webs of energy interconnecting all things. Others speak of tiny digital sprites and clockwork fairies that represent the spirits of every machine, with whom they can negotiate greater performance and miraculous feats.

FANTASY AND MICROCHIPS
Techno-Wizards are the Weird Science maestros of Rifts Earth. Their Arcane Background grants them access to the following powers (Rank permitting):
arcane protection, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/darkness,
protection, relief, slumber, smite, sound/silence, speak language, sloth/speed, stun, telekinesis, teleport, wall walker, and warrior’s gift.

They can choose any Trappings for their powers except Necromantic.

Techno-Wizards use their personal PPE to power their devices, and can take the Master of Magic Edge. The skill they use for their art is called Techno-Wizardry, which is Smarts-based and counts as Weird Science when qualifying for Edges. Techno-Wizards cannot take the normal Gadgeteer Edge, but start with a variant (see below).

TECHNO-WIZARD ABILITIES AND BONUSES
Techno-Wizards have a flexibility few wielders of arcane power ever experience. In a world dominated by rapid technological advancement across the globe and from beyond the Rifts, a Techno-Wizard is a powerful and vital ally.

Arcane Background (Techno-Wizardry):
Techno-Wizards begin with Artificer and a variant of the Arcane Background (Weird Science) Edge, which functions very differently through the creation of Gizmos. Techno-Wizards begin with
  • • (3) three powers from the list above,
    • 15 PPE,
    • a Techno-Wizardry skill of d6 (their Arcane Skill),
    • and each of their powers built into separate Gizmos of their own design. Their PPE pool is used to activate their Gizmos—as well as other Techno-Wizard (TW) gear—and in the creation or modification of TW gear or arcane items. Gizmos are unique items which cease to function after 2d6 days without their creator’s attention; anyone who can use TW gear (see page 82) can also use the Techno-Wizard’s Gizmo by expending Power Points as usual.
Arcane Machinist:
Techno-Wizards begin with a variant of the Gadgeteer Edge which functions quite differently through the creation of arcane Gadgets. As often as half her Smarts die per session, and as an action, the Techno-Wizard produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Creating a Gadget requires a Techno-Wizardry skill check at −1 per Rank the power is above her own. TW
Gadgets have their own PPE pool equal to half their creator’s normal maximum PPE pool (round down); with a raise the device gains +5 PPE to its pool. The Gadget can only be activated using its own PPE pool—once used up (or at the end of the session) it ceases to function.

Machine Maestro:
A Techno-Wizard can interface with machines by touch—including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. When interfacing with preexisting arcane items and TW gear, the bonus increases to +2. Machine Maestro does not allow the Techno-Wizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.

Required Knowledge:
A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with Electronics, Occult, Repair, and Science at d6.

TECHNO-WIZARD COMPLICATIONS
The unique nature of the Techno-Wizard’s abilities and practices provides her with some special challenges.

Cybernetics:
Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 69).

Device Dependent:
A Techno-Wizard must have gear and tools, her Gizmos to use her powers, and parts to create her Gadgets. Without these items she cannot make her magic work.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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