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Savage Rifts - Phase World Adventures!:Zack Pizzazz
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A character in [[Savage_Rifts_-Phase_World_Adventures!]] == Background == '''Race:''' Human <br> '''Framework:''' Techno-Wizard <br> '''Appearance:''' Zack is a man in his late 20s, with long black hair tied back in a ponytail, a semi-shaven beard, and green eyes generally vivid with a look of excitement and energy to them. == Stats == '''Attributes''' <br> Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 <br> '''Derived Stats''' <br> Pace 6" <br> Parry 5 <br> Toughness 10 (4) <br> '''Skills''' <br> Athletics d4 <br> Common Knowledge d6 <br> Electronics d8 <br> Fight d4 <br> Hacking d8 <br> Notice d6 <br> Occult d8 <br> Persuasion d6 <br> Repair d8 <br> Research d8 <br> Science d8 <br> Shoot d6 <br> Stealth d6 <br> Techno-Wizardry d8 <br> '''Edges''' <br> Arcane Background (Techno-Wizardry) <br> Concentration <br> Master of Magic <br> Power Points <br> '''Hindrances''' <br> Curious <br> Quirk (Must paint arcane diagrams over his machines) <br> '''Special Abilities & Complications''' <br> ''Arcane Machinist'': 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 Techno-Wizard 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 −1 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. <br> ''Cybernetics'': Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics. <br> ''Device Dependent'': 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. <br> ''Machine Maestro'': 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 Techno-Wizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons. <br> '''Magic''' <br> PPE: 20 <br> ''Gizmo - Enviro-Hazard Torc'': Environmental Protection (1 PP/Limitations: Self) <br> ''Gizmo - Arcane Analysis Goggles'': Detect Arcana (1 PP/Limitations: Aspect) <br> ''Gizmo - Personal Force Field Belt'': Protection (Reduce final cost by 1 PP/Limitations: Self) <br> '''Gear''' <br> 1500 Credits <br> 2,000 credits worth of gear/valuables <br> Adventure Light Survival Armor <br> Utility Belt <br> TK Revolver [Range 12/24/48, Damage 3d6, RoF 1, AP 3] <br> Tool Kit <br> '''Hero's Journey''' <br> Education (17-18): +3 Smart-skill points. <br> Magic and Mysticism (3-4): Concentration Edge. <br>
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