Techno-Wizard

STATS:

PS     10

PP     14                                 Initiative: +                                  Height: 5'6"

PE     18                                 Parry: +

PB     10                                Strike: +

IQ     19                                 Dodge: +

MA   11                                 Roll/fall: +

ME   16                                ISP: 40

SPD  13                                PPE: 78

 

SDC: 21

HP:    22

 

Saves:

Psionics: 12+

Horror: +2

 

Spells:

Blinding flash

Globe of day light

Ignite fire

Fuel flame

Telekensis

Cloud of smoke

Climb

Extinguish flame

Breathe without air

Multiple image

 

Psionics:

Starts with only-

Speed reading

Total recall

Mind block

 

     O.C.C.  Skills:

Literacy 65%

Radio:   Basic 60%

Carpentry 40%

Computer Operation 60%

Computer Programming 40%

Computer Repair 40%

BasicElectronics 50%

Automotive Mechanics 40%

Read Sensory Equipment 45%

Mathematics:    Basic 70%

Land Navigation 46%

Language: 70%

          CHOOSE ONE OTHER 70%

Hand to Hand: Martial Arts

 

O.C.C.    Related Skills: Select six other skills. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.

 

Mathematics: Advanced

 

Communications: Any (+ 5%)

Domestic:            Any

Electrical:   Any, but each skill counts as two skill selections.

Espionage:  Wilderness Survival only.

Mechanical:         Any, but each skill counts as two skill selections.

Medical:  First Aid only.

Military: Any

Physical: Any, except, Boxing, Wrestling, and Acrobatics.

Pilot: Any (+ 5%)

Pilot Related: Any (+5%)

Rogue:  Any (+5%)

Science:   Any (+ 10%)

Technical:   Any (+ 10%)

W.P.:    Any

Wilderness:          Any

 

   Secondary Skills: The character also gets to select ñve secondary skills from those listed, excluding those marked “None.” These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses 0. All secondary skills start at the base skill level.

 

   Secondary Skills:

     WP: Revolver

 

 

Techno-Wizard

Psionic Powers

1. The techno-wizard has the following psionic powers: mind block, speed reading, total recall, and tele-mechanics (see the Psionic Section for descriptions).

2. I.S.P.: Roll 4D6 plus the character’s ME. number to determine the base Inner Strength Points. The techno-wizard is considered a minor psionic so he or she receives another 1D4 ISP. per each additional level of experience.

3. Saving throw versus psionic attack:As a minor psionic, the character needs a 12 or higher to save vs psionics.

 

 

Techno-Wizard

Magic Powers

1. Initial Spell Knowledge. In addition to his techno-wizardry powers, the character has a solid understanding of spell magic and how to tap into ley lines and nexus points for additional P.P.E. The techno-wizard is not the master of spell magic the Ley Line Walker or Shifter are, but is still pretty capable. It is not a lack of understand-

 

ing in magic that limits the techno-wizard’s spell casting abilities, but his orientation. That orientation is magic used in conjunction with machines. Consequently, his spell casting abilities are not the same as other spell casters. Spell Casting Penalty: All spell ranges, durations, M.D.C./S.D.C, and damage are half when cast as a spell or ritual rather than channeled through a TW device.

 

Atechno-wizard is primarily interested in energy spells needed to power mystic devices. The wizard spends much of his time building and tinkering with new devices rather than seeking out new spells.

At level one experience, the character knows the following spells fundamental to his needs for empowering TW devices! Blinding flash, globe of day light, ignite fire, fuel flame, fire bolt, call lightning, energy bolt, energy field, impervious to energy, and telekinesis.

 

At third level a total of three additional spells can be selected

from magic levels 1-4.

Note: Other spells can be used to create other devices. For example: Superior invisibility can be used to create a vehicle or suit that

can turn invisible.

2.   Learning new spells. Additional spells and rituals of any magic level can be learned and or purchased at any time regardless of the wizard’s experience level. The techno-wizard’s area of interest will first be in energy spells, followed by physical manipulation that can be applied to devices, such as invisibility, armor of Ithan, fly, talisman, teleport, dimensional portal, and related. The character is not usually interested in other areas of magic and never acquires summoning or circle magic.

3.   Magic Bonuses. + 2 to save versus honor factor. + I to save versus magic at levels three, seven, ten, and thirteen. + 1 to spell strength (the number others must save against when you cast a spell) at levels four, eight, and twelve.

4.   P.P.E.: Like all men of magic, the techno-wizard is a living battery of mystic energy that he can draw on to create magic. Permanent Base P.P.E: 2D4 x 10, in addition to the P.E. attribute number. Add 2D6 P.P.E. per each additional level of experience. Of course, the mage can also draw P.P.E. from ley lines, nexus points, and other people whenever available.

 

    O

Special

Techno-Wizard Powers

Change power source

to magic P.P.E.

The techno-wizard can modify an existing machine that requires some form of energy, other than kinetic, to operate on psionic and magic energy. This can be done to anything from an energy weapon to an automobile. The changes generally require electrical modifications, the elimination of the existing energy system and the use of crystals, especially quartz and crystal- type gem stones such as rubies, sapphires,

emeralds, and diamonds. Note: Man-made crystals do not work! The stones must be natural earth stones.

The time required to make the modifications will vary with the complexity of the machine and the amount of energy needed to power the device. The following is a basic table of time and parts needed for modifying some specific and general items.

 

Note:          Only practitioners of magic can operate/empower items that require spell magic to be cast. Psychics, as well as men of magic, can operate Ley Line devices and psionic powered items like telekinetic weapons. A person without magic abilities (or psionic when applicable) can not use a techno-wizard device even if fully charged. This is one of the innate aspects and links between the mystic mechanisms and its paranormal user.

 

Conversion Costs and Requirements

Note:          The term P.P.E. Cost refers to the initial cost for the technowizard to install the magic modifications, including the link between magic and machine. This is a one time creation cost.

The term Spell Needed refers to the additional P.P.E. cost and spell knowledge required to activate/empower the machine. Sometimes more than one spell is required. The Physical Requirements are the components and cash necessary to convert the energy system. Duration will indicate how long the charge will last or how many energy bolts a weapon can fire before needing a recharge. Time indicates how long it takes to do the conversion. Cost is the average added black market cost of magic conversion, in addition to the item itself; i.e., a laser pistol costs 10,000 credits in addition to the 30,000 credits for a magic energy system. Note that the techno-wizard can not sell the item/conversion to the black market at the average retail price, but at about 20% to 25% of the retail price. Thus, a conversion of a laser pistol that retails for 40,000 credits will only net the wizard 8,000 to 10,000 credits. Magic items are usually fairly uncommon, especially in Coalition territory.

1.   Small battery cell: This is the replacement of small electrical power sources like a 9 volt or standard C/D batteries for things like flashlights, transistor radios, calculators, computers, etc.

P.P.E.         Cost: One, Spell Needed: Blinding flash (1 P.P.E.), Physical Requirement: Small clear quartz crystal worth one credit or more, Duration of Charge: six months. Time: 1D4 x 10 minutes. Cost: 20 credits.

2.   Medium-size heavy-duty battery: This includes field type dry

cell batteries like nickel cadmium, lithium, liquid mercury, etc.; for field radios, optical systems, etc.

P.P.E.         Cost: One, Spell Needed: Globe of Day Light (2 P.P.E.), Physical Requirement: Green tourmaline crystal, Duration of Charge:

two months. To Recharge: All you need is to cast a Globe of Day Lightintotheenergycell. Time: 1D6X l0minutes. Cost: 200credits.

 

3.   Wet cell, chemical type batteries: These are like the lead-acid or gelatin car-type batteries.

P.P.E.         Cost: four, Spell Needed: Globe of Day Light (2 P.P.E.), Physical Requirement: Green tourmaline crystal worth at least 50 credits, Duration of Charge: one year. To Recharge: Cast a Globe of Day Light (2 P.P.E.) Time: 1D4 hours. Cost: 250 credits.

 

4.   Laser energy weapons: Handguns and rifles. The TW replaces the energy system, converting the weapon completely to magic energy, meaning normal energy clips designed for the weapon will no longer function.

P.P.E.         Cost: eight. Spells Needed: Globe of Day Light (2 P.P.E., the source of the amplified light) and Energy Bolt (5 P.P.E., as an energy booster). Physical Requirement: Rose quartz crystal worth 100 credits or more. Duration of Charge: 10 laser blasts that inflict

2D6 M.D. per blast, weapon’s range is unchanged, only the power

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