Neeto Cogcoil - Gremlin Techno Wizard (inactive)
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Neeto Cogcoil - Gremlin Techno Wizard (inactive)
HJ Selections:
Education 13-14: Kn Computers d8, +2 vs electronic security
Education 17-18: +5 SP on Kn skills
M&M: Auto-raise - Boost/Lower
E&W: Elan
UWBO 1: +1 Repair die type, McGyver
Narrative Hook: [dice:x89asnsj]28963:5[/dice:x89asnsj] - From Out of a Rift
Credits: [dice:x89asnsj]28963:6[/dice:x89asnsj] x 1000 = 5000
Education 13-14: Kn Computers d8, +2 vs electronic security
Education 17-18: +5 SP on Kn skills
M&M: Auto-raise - Boost/Lower
E&W: Elan
UWBO 1: +1 Repair die type, McGyver
Narrative Hook: [dice:x89asnsj]28963:5[/dice:x89asnsj] - From Out of a Rift
Credits: [dice:x89asnsj]28963:6[/dice:x89asnsj] x 1000 = 5000
Last edited by Maximilian on Mon Feb 05, 2018 2:22 pm, edited 1 time in total.
Neeto
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Neeto Cogcoil - Gremlin Techno Wizard
Character Name: Neeto Cogcoil
Rank: Seasoned Experience: 36 Advances Left:
Race: Gremlin
Iconic Framework: Techno Wizard
Attributes: Agility d6 (1), Smarts d12 (1 racial, 2, 1 adv), Spirit d8 (1+1 adv), Strength d4-2, Vigor d6 (1)
Charisma: -2/-4; Pace: 6; Parry: 5; Toughness: 8 (4); Strain: 0; PPE: 25
Skills:
Hindrances
Edges
Boost/Lower - Auto raise
Barrier
Invisibility
Rank: Seasoned Experience: 36 Advances Left:
Race: Gremlin
Iconic Framework: Techno Wizard
Attributes: Agility d6 (1), Smarts d12 (1 racial, 2, 1 adv), Spirit d8 (1+1 adv), Strength d4-2, Vigor d6 (1)
Charisma: -2/-4; Pace: 6; Parry: 5; Toughness: 8 (4); Strain: 0; PPE: 25
Skills:
- Driving d4 (1)
- Fighting d6 (2)
- Lockpick d6 (2)
- Notice d6 (2)
- Piloting d4 (1)
- Repair d12+4 (IF, 2, 1 HJ, racial +2 bonus & +2 Mr. Fix It)
- Shooting d6 (2)
- Stealth d6 (racial)
- Taunt d4 (1)
- Techno-Wizardry d12 (IF, 1, 1 adv)
- Throwing d4 (1)
- Kn: Arcana d8+2 (IF, 1 HJ, scholar)
- Kn: Engineering d10+2 (IF, 1 HJ, 1 adv, scholar)
- Kn: Science d6 (IF)
- Kn: Electronics d8 (3 HJ)
- Kn: Computers d8+2 (HJ, +2 vs. electronic security)
Hindrances
- Curious (Major): Neeto has to know what the button does.
- Big Mouth (Minor): Neeto can. Not. Shut. Up.
- Quirk (Minor): Neeto is an incorrigible prankster. Hotfeet, tying shoelaces together, sliming beloved objects. Nothing is off limits.
- Quirk (Minor): TW quirk: Neeto is a neat freak about his devices, and is always cleaning, polishing or otherwise keeping them in clearly un-goblin-like condition.
Edges
- AB: Techno Wizardry (IF): access to Techno-Wizard powers
- Machine Maestro (IF): bonus to repair and TW rolls
- Arcane Machinist (IF): 5 uses to make a gadget per session
- Scavenger (Racial): once per session, remembers he has a much-needed piece of equipment on his person
- Master of Magic (Hindrance 1): Gains access to mega versions of powers
- Rapid Recharge (Hindrance 2): Recovers PPE 1/30 minutes
- Elan (HJ): Gains +2 when spending a benny
- McGyver (HJ): can improvise tools in nearly any situation (he might have keestered something)
- Mr. Fix It (Novice 1): Adds +2 to Repair rolls. On a raise, takes 1/2 time to repair.
- Power Points (Novice 3): +5 PPE
- Power Points (Seasoned 2): +5 PPE
- Scholar (Seasoned 3): +2 to Kn: Engineering and Kn: Arcana rolls
Boost/Lower - Auto raise
Barrier
Invisibility
Last edited by Maximilian on Fri May 11, 2018 11:02 pm, edited 4 times in total.
Neeto
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Gremlin Techno Wizard
Gear
TK Revolver
TW converted Neural Mace
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)
Credits: 9,100
Contacts
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).
- One Free Minor TW Upgrade: +1 Shooting
- Range: 15/30/60
- Damage: 2d6+2, AP 2
- RoF: 1
- Shots: 20
- Weight: 8 lbs
- Notes: Semi-Auto. Integrated grenade launcher (Range 12/24/48, Damage by grenade, 6 shots).
- TW minor mod: Gyro Stabilizers (+1 Shooting)
- TW minor mod: Quicksilver Coolant Coil (Silver Trapping)
- Cost: 33,100 cr
- Base pistol: 21,000 cr
TW conversion: 2,100 cr
Add trapping: 5,000 cr
Add +1 Shooting: 5,000 cr
- Base pistol: 21,000 cr
TW converted Neural Mace
- Damage: Str+d6
- Weight: 9 lbs
- Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
- TW minor mod: Electromagnetorheological Deflectors (+1 Parry)
- TW minor mod: Gyrojet Strike Acceleration (+1 Fighting)
- Cost: 18,000
- Base weapon: 8,000 cr
TW conversion: 800 cr
Add +1 Fighting: 5,000 cr
Add +1 Parry: 5,000 cr
- Base weapon: 8,000 cr
- Armor Value: +4 Armor
- Strength Minimum: NA
- Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
- Weight: 5 lb
- Cost: 10,500
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 ares.
- 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.
Credits: 9,100
Contacts
Last edited by Maximilian on Wed Feb 07, 2018 1:52 pm, edited 4 times in total.
Neeto
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Gremlin Techno Wizard
Advances
Please list all Edges and Advances taken for your character here
Racial Benefits/Drawbacks
Iconic Framework
Hero’s Journey
Advances
Please list all Edges and Advances taken for your character here
Racial Benefits/Drawbacks
- Begin with d6 Smarts (+2)
- Begin with d6 Stealth (+1)
- Goblinoid, -2 Charisma with most races (-1)
- Low Light Vision (+1)
- Distinctive D-Bee, -4 Charisma with CS (-2)
- Repair +2 (+2)
- Small, -1 Size, -1 Toughness (-1)
- Ankle Biter, Teeth Str + d6 damage (+1)
- Weak, -2 Strength rolls (-3)
- Pack-Rat - Scavenger edge (+2)
Iconic Framework
- Benefits, table rolls, etc
Hero’s Journey
- Education
- 13-14
- Kn: Computers d8, +2 vs. electronic security
- Education
- 17-18
- +5 SP on Knowledge skills
- Magic & Mysticism
- 14
- Auto-Raise 1 power - Boost/Lower Trait
- Underworld & Black Ops
- 1-2
- McGyver edge, +1 repair die type
Advances
- Initial Advances: (From Hindrances): Master of Magic, Rapid Recharge
- Novice 1 Advance: Mr. Fix It
- Novice 2 Advance: +1 Smarts
- Novice 3 Advance: +5 PPE
- Seasoned 1 Advance: +1 Engineering / +1 TW
- Seasoned 2 Advance: +5 PPE
- Seasoned 3 Advance: Scholar (Kn: Engineering, Kn: Arcana)
- Seasoned 4 Advance: +1 Spirit
- Veteran 1 Advance: +1 Kn: Arcana / +1 Engineering
- Veteran 2 Advance: Imp RR
- Veteran 3 Advance: +1 Attribute (Ag, Vig, Str?)
- Veteran 4 Advance: +5 PPE
- Heroic 1 Advance: +1 Shooting / +1 Kn: Arcana
- Heroic 2 Advance: +1 Vigor
- Heroic 3 Advance: Ex RR
- Heroic 4 Advance: +5 PPE
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance:
Neeto
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Gremlin Techno Wizard
Powers: PPE: 25
Tazer Tweaker [Boost Trait]; (3 PPE) [Novice] [Auto-raise]
Mega Powers:
Double-Jolt Super Duper Mega Tazer Tweaker [Greater Boost Trait]; (5 PPE) [Novice]
Tazer Tweaker [Boost Trait]; (3 PPE) [Novice] [Auto-raise]
- Range: Smarts (10”)
- Duration: 3 (1/round)
Boost Trait trappings by attribute/linked attribute:
The Tazer Tweaker is a multi-broadhead, monomolecular, electrified attribute amplification system hooked into Neeto's All-Purpose Techno-Snazzy Gloves. A dial is twisted, accessing several program modes of physical and mental stimulation. The recipient is jolted as if hit by a cattle prod, but as a result, moves faster, swings harder, thinks sharper. A fine benefit at the minor cost of a little scorch mark on armor and skin.- Agility: Jazz trapping "Fast Zap" (+1 PPE for: +2 pace on Success; +1 Agility die-type on Raise)
- Strength: modified Jazz "Strong Current" (+1 PPE for: wins all ties on opposed Strength rolls on Success; +1 Strength die-type on Raise)
- Vigor: modified Jazz "Tight and Tense" (+1 PPE for: negates 2 points of AP on Success; +1 Vigor die-type on Raise)
- Smarts: modified Jazz "Neuron Juicer" (+1 PPE for: +1 to resist Smarts-based tricks, maneuvers, or spells on Success; +1 Smarts die-type on Raise)
- Spirit: modified Jazz "Electric Courage" (+1 PPE for: +1 to resist Spirits-based tricks, maneuvers, or spells on Success; +1 Spirit die-type on Raise)
- Range: Smarts (10”)
- Duration: 3 (1/round)
The Zapper Sapper is a separate attachment, but is still hooked into the same program as the Tazer Tweaker. Cranking the dial the other way drains the target of some of their gusto. It also causes the victim's muscles to cramp up, making them easier to hit. - Trapping: Electricity / Spasms: Tazer jolt causes muscle spasms, among other effects.
- Effect: Target rolls opposed Spirit or reduces a chosen Trait by 1 die type, 2 on a raise. In addition, the target must roll Vigor vs. electric shock or be at -2 Parry until their next action.
- Range: Self
- Duration: 3 (1/rd)
- Trapping: Sound / Absorption: Sound is absorbed, increasing Stealth 1 die type; speaking becomes a normal action instead of free.
- Effect: A compartment in Neeto's All-Purpose Techno-Snazzy Gloves spits out an electromagnetic dampening mesh, distorting light waves and muffling sounds, causing the recipient to vanish from sight and sound.
- Range: Smarts
- Duration: 3 (1/section/rd)
- Trapping: A hose, wired through Neeto's All-Purpose Techno-Snazzy Gloves, ejects an earlier formula of his Jello Wall. Once solidified in place, the surface becomes reflective. All laser fire is reflected off of the mirror finish!
- Effect: Shiny Barrier wall reflects or reduces damage from laser fire. GM input welcome!
Mega Powers:
Double-Jolt Super Duper Mega Tazer Tweaker [Greater Boost Trait]; (5 PPE) [Novice]
- Range: Smarts x 2 (20”)
- Duration: 3 (1/round)
Boost Trait trappings by attribute/linked attribute; all increased PPE costs factored above:- Agility: Jazz trapping "Superfast Zap" (+1 PPE for: +2 pace on Success; +1 Agility die-type on Raise)
- Strength: modified Jazz "Superstrong MegaVolt Current" (+1 PPE for: wins all ties on opposed Strength rolls on Success; +1 Strength die-type on Raise)
- Vigor: modified Jazz "Zapped and Swelled" (+1 PPE for: negates 2 points of AP on Success; +1 Vigor die-type on Raise)
- Smarts: modified Jazz "En-Lightning-Ment" (+1 PPE for: +1 to resist Smarts-based tricks, maneuvers, or spells on Success; +1 Smarts die-type on Raise)
- Spirit: modified Jazz "Anti-Crash Cart" (+1 PPE for: +1 to resist Spirits-based tricks, maneuvers, or spells on Success; +1 Spirit die-type on Raise)
- Range: Smarts x 2 (20”)
- Duration: 3 (1/round)
- Trapping: Heat / Fatigue: Target rolls Vigor vs. Heat or suffers a level of fatigue.
- Effect: Target rolls opposed Spirit or reduces a chosen Trait by 2 die types, 4 on a raise. In addition, the instant heat-up saps their strength, causing them to become fatigued.
- Range: Self
- Duration: 3 (1/rd)
- Trapping: Electricity / Distortion (modified Blur): -1 to hit with ranged weapons.
- Effect: The No-See-Um net kicks into overdrive, fusing the mesh into a glob that covers Neeto, and causes light to pass through his body. The interaction of magical energy / PPE with the electromagnetic interference disrupts all methods of detection, including arcane, electronic, and biological. He's hard to find and even harder to hit.
- Range: Smarts x 2
- Duration: 3 (1/section/rd)
- Trapping: A hose, wired through Neeto's All-Purpose Techno-Snazzy Gloves, ejects a remarkable green gelatin that, when sprayed in place, firms up stronger than steel. Anyone caught in the path of the wall section must roll Agility or be Entangled. He hasn't quite perfected the formula, so it smells vaguely like mold. But he's working on it!
- Effect: If a Barrier section is placed on top of a targeted individual, the target must roll Agility to avoid an entangle effect.
Neeto
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Neeto Cogcoil - Gremlin Techno Wizard
Neeto's current status (11/6/2018)
Bennies: 3 (-1 EE Agility, -1 reroll build, -1 EE TW bolt, +2 EP, -2 reroll damage, +1 Vincent, -1 EE GLT, +1 Joker)
Anniversary Golden Benny! (spent - soaked 2 wounds, +1 joker, +1 Big Damn Hero)
Birthday Golden Benny! (spent - soaked 4-5 wounds-ish)
Wounds / Fatigue: 0 / 0
PPE: 7/15
Gadgets: 1/5 - Bolt, Entangle, Smite, Smite 2
Adventure card: Lucky Break: Negates damage from one attack PLAYED
Cutting in Line: Draw 3 initiative cards and keep the best one - Traded to Vincent Gray
Special Notes: Big Damn Hero adds +2 for every benny spent, cumulative with Elan, and applies to damage as well
Bennies: 3 (-1 EE Agility, -1 reroll build, -1 EE TW bolt, +2 EP, -2 reroll damage, +1 Vincent, -1 EE GLT, +1 Joker)
Anniversary Golden Benny! (spent - soaked 2 wounds, +1 joker, +1 Big Damn Hero)
Birthday Golden Benny! (spent - soaked 4-5 wounds-ish)
Wounds / Fatigue: 0 / 0
PPE: 7/15
Gadgets: 1/5 - Bolt, Entangle, Smite, Smite 2
Adventure card: Lucky Break: Negates damage from one attack PLAYED
Cutting in Line: Draw 3 initiative cards and keep the best one - Traded to Vincent Gray
Special Notes: Big Damn Hero adds +2 for every benny spent, cumulative with Elan, and applies to damage as well
Neeto
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Neeto Cogcoil - Gremlin Techno Wizard
75k in loot (a late start)
NG Super Laser Pistol - 21,000
Neural Mace - 8,000
Grenades:
AP: 5 - 3,500
HE: 5 - 3,750
Frag: 5 - 2,750
Plasma: 5 - 9,000
left over: 4,100
NG Super Laser Pistol - 21,000
- TW convert - 2,100
+1 Shooting (gyro balancers) - 5,000
Add trapping: Silver (quicksilver reservoir coil) - 5,000
Neural Mace - 8,000
- TW convert - 800
+1 Parry (electromagnetorheological deflectors) - 5,000
+1 Fighting (gyrojet strike accelerators) - 5,000
Grenades:
AP: 5 - 3,500
HE: 5 - 3,750
Frag: 5 - 2,750
Plasma: 5 - 9,000
left over: 4,100
Neeto
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Neeto Cogcoil - Gremlin Techno Wizard
Looks goodNeeto Cogcoil wrote: ↑Sun Oct 14, 2018 12:50 am 75k in loot (a late start)
NG Super Laser Pistol - 21,000Total cost: 33,100
- TW convert - 2,100
+1 Shooting (gyro balancers) - 5,000
Add trapping: Silver (quicksilver reservoir coil) - 5,000
Neural Mace - 8,000Total cost: 18,800
- TW convert - 800
+1 Parry (electromagnetorheological deflectors) - 5,000
+1 Fighting (gyrojet strike accelerators) - 5,000
Grenades:
AP: 5 - 3,500
HE: 5 - 3,750
Frag: 5 - 2,750
Plasma: 5 - 9,000
left over: 4,100
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Neeto Cogcoil - Gremlin Techno Wizard
12/2/2018: Mission reward: Selected Big Damn Hero from Mythic Rifter Legendary Tables. Adds +1 benny per session, adds +2 for every benny spent, cumulative with Elan
12/12/2018: Mission reward and experience adjustment: adjusts to 30 XP (Seasoned 3)
12/12/2018: Mission reward and experience adjustment: adjusts to 30 XP (Seasoned 3)
Neeto
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Neeto Cogcoil - Gremlin Techno Wizard
Proposed item: Neeto's All-Purpose Techno-Snazzy Gloves
TW Item
These gloves serve as Neeto's multi-purpose focus for most of his durable gadgets. He's been tinkering with the workings for months, and has finally managed to get them fully functional as his original design intended.
Base item: Sci-Fi companion Exoskeleton (pg 14) adding +2 die types to Strength
2 minor mods
1: +1 Techno-Wizardry
2: +1 Techno-Wizardry
4 Major Mods:
1: Slumber power (trapped as enchanted TW fairy dust / sand)
2: Slow power (trapped as a digital chronometer linked to tesla prongs in the fingers of his gloves)
3: +10 PPE for charging the device (activating powers?)
4: Healing?
TW Item
These gloves serve as Neeto's multi-purpose focus for most of his durable gadgets. He's been tinkering with the workings for months, and has finally managed to get them fully functional as his original design intended.
Base item: Sci-Fi companion Exoskeleton (pg 14) adding +2 die types to Strength
2 minor mods
1: +1 Techno-Wizardry
2: +1 Techno-Wizardry
4 Major Mods:
1: Slumber power (trapped as enchanted TW fairy dust / sand)
2: Slow power (trapped as a digital chronometer linked to tesla prongs in the fingers of his gloves)
3: +10 PPE for charging the device (activating powers?)
4: Healing?
Neeto
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Neeto Cogcoil - Gremlin Techno Wizard
1/5/2019: Seasoned 4 advance, added +1 die type Spirit attribute
Neeto
- Neeto Cogcoil
- Posts: 42
- Joined: Tue Oct 09, 2018 9:07 pm
Re: Neeto Cogcoil - Gremlin Techno Wizard
Neeto's current status, 1/25/2019
Bennies: 4 (+1 Big Damn Hero, -1 reroll QC, +1 2 raises QC)
Wounds / Fatigue: 0 / 0
PPE: 7/15
Gadgets: 6/6 -
Adventure card: Lucky Break: Negates damage from one attack PLAYED
Cutting in Line: Draw 3 initiative cards and keep the best one - Traded to Vincent Gray
Special Notes: Big Damn Hero adds +2 for every benny spent, cumulative with Elan, and applies to damage as well
Bennies: 4 (+1 Big Damn Hero, -1 reroll QC, +1 2 raises QC)
Wounds / Fatigue: 0 / 0
PPE: 7/15
Gadgets: 6/6 -
Adventure card: Lucky Break: Negates damage from one attack PLAYED
Cutting in Line: Draw 3 initiative cards and keep the best one - Traded to Vincent Gray
Special Notes: Big Damn Hero adds +2 for every benny spent, cumulative with Elan, and applies to damage as well
Neeto