Okay, Deez's sheet, adjusted for the edges and for the PPE battery she found after the orc fight.
Deezy Klatta
XP: 0/10
Race: Human Techno Wizard
Attributes (5)
Agility 1d6
Smarts 1d10
Spirit 1d6
Strength 1d4
Vigor 1d6
Skills (15)
Knowledge Arcana 1d10 (+2 edge)
Knowledge Engineering 1d10 (+2 edge)
Knowledge Science 1d6
Repair 1d8 (+2 Edge, +2 Armor quality)
Driving 1d6
Fighting 1d4
Shooting 1d8
Notice 1d6 (+2 from goggles)
Charisma 0
Pace 6" (12yrds)
Parry 4
Toughness 4 (+2 from armor) 6AP
Bennies: 3/3
Framework: TechnoWizard (1d10)
- Arcane Background (Weird Science): 20ppe
** AEGIS (Active ElectroGravitic Interception System) Armor, 2ppe 3 rnds +1rnd/maintain)
- Greater Armor (5PPE, +5 MDC armor)
** OmniBlaster (Bolt 1-3ppe, and Blast - hvy 2-6ppe)
- Onslaught (2 PPE/ 3d6 MD bolts up to 4, or 4 PPE for 1 6d6 MD bolt)
- Greater Blast (+4 PPE to do d10s instead of d6s)
** ROCKET BOOTS (Fly, 3-6ppe, 3 rnds +1rnd/maintain)
- Swift Flight (8 PPE for 4xPace, -1 to be hit; 10 PPE for 8xPace, -2 to be hit)
- Arcane Machinist
As action create magical gadget that has any one power available to TechWizards with TechnoWizard roll at -2 per
Rank above character's. Devices have ppe equal to have the TW's normal maximum (+5 with raise), and device burns out when ppe are expended, or after 'timeframe' expires. This ability can be used 1/2 the Technowizard dice per 'timeframe.'
-- Machine Maestro
Electronic and mechanical devices can be interfaced with by touch, giving +2 to noncombat skill rolls (+4 if device
is a technowizard device) or half that bonus for combat skills.
-- Device Depednent - Technowizard powers MUST have devices on hand to use.
-- Enemies - Technowizards are hunted by the Coalition States, and singled out for persecution by the Federation of Magic unless sworn to serve them.
-- Gearhead Geek - Technowizards behave as if their devices were 'alive,' often talking to them, or showing them the
courtesies normally extended to living friends.
Edges
- Rapid Recharge
- New Power (fly)
- Mr Fixit (+2 to Repair, halve repair time on raise)
- Scholar (+2 to Knowledge Arcana and Knowledge Engineering)
- Master of Magic
- More PPE
Hindrances
Major: Small (-1 Toughness)
Minor
- Overconfident (what it says on the tin)
- Greedy (really really wants money)
Gear
Triax T-13 Field Mechanic Suit, AR 6, +2 Toughness, +2 Repair (See Below)
Wilk's 227 Pulse Laser Pistol
** APPEAR (Ambient Potential Psychic Energy Assessment and Ranging) Goggles, +2 Notice (As Magic Optic System, See Below)
TechWizard Tool Kit
Northern Gun S2 Survival Pack
(includes 2-man tent, sleeping bag, flashlight with mini-solar recharger, biometric compass/inertial mapper, short-range radio, first-aid kit, hunter/fishers kit, 3 saw wires, Firestarter with mini-solar recharger, survival knife, small hatchet, wooden cross (or other holy symbol, 4 signal flares, basic climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, 4 ceramic spikes, a small mallet, 1 bar of soap and sterilized cloth, a canteen, two-weeks’ worth of minimum sustenance food in sealed pouches. Wt. 30lbs)
Hoverboard! 2000
Super Duct tape! 200
Dosimeter 200
Sensor Suite (Hand) 5000
PPE Battery (5PPE, recharges 1/hr)
Cash: 600
[sblock=Hero's Journey Stuff]
Education - (10): He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character 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 Streetwise checks in North America.
Enchanted Items & Mystic Gadgets -(12): A cunning pair of goggles that speaks of a fashion that never goes out of style, your character’s Magic Optic System is a favorite accessory. (the Magic Optics System features are)
Magic & Mysticism - (17): Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has the former. So Rapid Recharge Edge for free
Body Armor - (3): You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. I will give you some options in a second here BECAUSE there are lots and lots of armors
Training - (19): Gain Professional Edge, ignoring all requirements except Arcane Backgrounds. Scholar gained![/sblock]
[sblock=Magic Optic System (TW)]Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits)[/sblock]
[sblock=Triax T-13 Field Mechanic]T-13 Cyclops armor is lighter in weight for greater mobility. It also comes equipped with a sidearm shoulder holster, additional equipment pouches attached to the tool kit attached to the waist belt. Larger equipment and tool kits are transported by hand, but the T-13 armor has some builtin tools to facilitate field repairs. First is a laser torch built into the right or left arm. In a pinch, the laser torch can be used as a weapon (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage). On the opposite arm, the T-13 features an extendable robot arm, used to access small areas and conduct repairs out of the mechanic’s normal reach. The arm is fully articulated, able to use tools, pick up objects, manipulate controls, and so forth. It gives the mechanic Reach 1 and Strength d6. The robot arm is equipped with a laser finger which inflicts Str+d4 damage if used in melee. The Field Mechanic Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification, a thermal vision mode, and a spectrographic scanner used to locate microfractures, metal fatigue, and other subtle signs of damage. All of this grants the wearer +2 on Repair checks. T-13 body armor provides +6 AP and +2 Toughness, as well as providing Full Environmental Protection. It also has all the same electronic and communications systems of the T-10. T-13 Armor has no Strength Minimum. (18 lb, 75,000 credits)[/sblock]