Alien Physiology: The physiology of D`Norr is quite alien, giving those unfamiliar with their biology a –2 penalty to Healing and cybernetics checks — Juicer and Crazy augmentations don’t work for this race — and Rifts Earth cybernetics supplies/services which are compatible require double the listed price.
Devilish Charmers: D’Norr are smart and affable, making them naturally quite charming—begin with the Charismatic Edge.
D-Bee (Major): D`Norr are deemed the enemy by human supremacists like the Coalition States and easily misunderstood by others, suffering –2 Persuasion when dealing with prejudiced groups.
Horns: D’Norr have horns that cause Str+d4 damage, see Natural Weapons in Savage Worlds.
Intelligent and Spiritual: D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit.
This makes their natural maximums for those Traits d12+1.
Natural Arcane Affinity: D`Norr have a bonus of +5 PPE naturally, whether they pursue a magic path or not; this bonus PPE is not part of their base PPE nor is it modified by other Edges or Abilities (e.g., a D`Norr Ley Line Walker would begin with 25 PPE).
Restricted Path: The D’Norr have no capacity for psionics and cannot access ISP.
Sensitive: Due to their inherently sensitive nature, D’Norr are particularly susceptible to Fear, suffering a −2 when making such checks.
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):
They can choose any Trappings for their powers except Necromantic.
Techno-Wizards use their personal PPE to power their devices. The skill they use for their art is called Techno-Wizardry, which is Smarts-based and counts as Weird Science when qualifying for Edges like Mr. Fix It. 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 a variant of the Arcane Background (Weird Science) Edge, which functions very differently through the creation of Gizmos. Techno-Wizards begin with 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 83) can also use the TechnoWizard’s Gizmo by expending Power Points as usual.
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 TechnoWizard 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 –2 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.
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 TechnoWizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
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.
The unique nature of the Techno-Wizard’s abilities and practices provides her with some special challenges.
Despite their love of technology, even Techno-Wizards suffer penalties to their magic from
implanted cybernetics (page 69).
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.
Like all practitioners of arcane arts, Techno-Wizards are outlaws in the Coalition States. Those allied with a faction opposing Lord Dunscon’s authority and the True Federation of
Magic—including those serving in the Tomorrow Legion—are also deemed enemies of the state there.
The Techno-Wizard 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.
Begin with standard Starting Gear substituting Adventure Survival Light Armor and a TK Revolver, plus a Tool Kit.