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.
Pilot Related: Any (+5%)
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