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Professor Cornelius, Chimpanzee Technowizard


crowe9107

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Professor Cornelius

Scientist. Scholar. Master of Etherium

"Well, THAT was unexpected?"
-- Professor Cornelius, following Etherium Chain Reaction
 
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R.C.C: Chimpanzee
O.O.C: Technowizard
Alignment: Unprincipled
 
Sex: Male
Size: 9 (Medium)
Height: 5'7"
Weight: 170lbs
Appearance:
Fur: Black
Eyes: Brown and Soulful
Human Features:
Hands: Full
Biped: Partial
Speech: None (Telepathic Speech)
Looks: Partial
 
Edited by crowe9107 (see edit history)
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ATTRIBUTES


IQ: 4016Base+6xtra+6txtra+5RCC+5XtraIQ+2Background
+20% All skills
M.E: 1413Base+1RCC M.A.: 1513Base+2RCC. P.S.: 2213Base+6RCC+3Size9
+7 HtH Damage
P.P.: 1514Base+1RCC P.E.: 1615Base+1Size9 P.B.: 13 Spd.: 13 

SDC: XX HP: XX PPE: XX ISP:XX


SKILLS


RCC SKILLSApprenticeship: Mechanic
.
Main Skill: Mechanical Engineering (+20%).
Core Skills:
Basic Mathematics,
Blacksmith,
Electronics (basic),
General Repair & Maintenance,
Locksmith,
Literacy,
Mechanics (basic),
Mechanics: Automobile,
Plumbing,
Radio: Basic Communications .
All get a + 15% apprenticeship bonus
.
Military Skills:
Recognize Weapon Quality (+5%)
Demolitions, (+5%)
Demolitions Disposal, (+5%)

Pilot Skills:
Automobile (+ 10%),
Construction and Farming Equipment (+10%),
Truck (+5%),
Airplane
Aircraft Mechanics
Sailing.

Primary Skills:
Select any six Scientific & Scholastic Skills
Advanced Mathematics
Chemistry
Analytical Chemistry
Biology
Botany
History

Select any four Technical Skills
Art: Drawing and Painting
Barbering
Brewing
Boatbuilding

Select any other eight skills (total) from Medical, Military, Physical, Pilot or Weapon Proficiencies.
WP Blunt
Gymnastics
Optic Systems
Boating
Baseball (Batter)
Aircraft Mechanics




Secondary Skills: Select any six.
HtH Basic
Climbing
Cooking
Identify Plants &; Fruits (25% +5%)
Sign Language (33% +7%)
Writing (25% +5%);
~~~~~OCC SKILLSLiteracy (English) (+10%)
Language (English)
Language (Spanish)
Language (French)
Radio: Basic (+10%)
Carpentry (+10%)
Computer Operation (+ 5%)
Computer Programming (+ 5%)
Computer Repair (+ 10%)
Basic Electronics (+15%)
Mechanical Engineer (+20%)
Technowizardry Construction (90%)
Read Sensory Equipment (+ 10%)
Mathematics: Basic (+ 20%)
Land Navigation (+ 5%)
Pilot: Jet Pack
Pilot: Submersibles
WP Knife
WP Energy Rifle
~~~~~~OCC RELATED SKILLSO.C.C. Related Skills:
Select 2 mech or elect plus 5 others
Vehicle Armorer
Weapons Engineer
Electricity Generation
Robot Electronics
Robot Mechanics
Jury Rig
Salvage
Plus select two additional skills at level three,

All new skills start at level one proficiency.
Communications: Any ( + 5%)
Domestic: Any
Electrical: Any, but each skill counts as two selections. Espionage: Wilderness Survival only.
Mechanical: Any, but each skill counts as two 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 SKILLSSecondary Skills: The character also gets to select five 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

 

 

Edited by crowe9107 (see edit history)
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Lets put some stuff down here

 

Chimpanzee RCC

Chimpanzee (Zoo or Lab Animal)

Original Animal Characteristics Description: With the exception of the Bonobo (once called Pygmy Chimps), the Chimpanzees are the closest relatives to man. In all cases they already have partial hands, upright stance and human looks. Many of those with Human Looks: Perfect, "pass" for human, especially those in the Empire of Humanity.

Size Level: 9

LengthlHeight: 5 feet (1.5 m).

Weight: 80 to 175 Ibs (36 to 79 kg).

Build: Medium.

Mutant Changes and Costs Total BIO-E: 20 (+10 Disadvantages)

Attribute Bonuses: + 1d6 l.Q., + 1 M.E., +2 M.A., and + 1d6 to P.S.

Human Features Hands: Automatically full.

Biped: Automatically partial or 5 BIO-E for full.

Speech: Automatically none. 5 BIO-E for partial or 10 BIO-E for full. (+5 Telepathic Speech)

Looks: Automatically partial, face leathery, legs are short, arms are large and long, and the character will have a lot of body hair. 5 BIO-E for full. A short (never taller than five and a half feet/l.7 m), hairy human-looking individual with features that seem a bit "apish": long fingers, slightly shorter than usual thumb, wide nose, round, brown eyes, etc. 10 BIO-E for Perfect. Absolutely indistinguishable from normal humans! +2 to P.B.

Natural Weapons: None.

Mutant Powers: +10 BIO-E for Natural Mechanical Genius

Mutant Animal Powers:

Automatically gets Advanced Vision. +5 BIO-E for Prehensile Feet. +5 BIO-E for Extra Intelligence Quotient. 10 BIO-E for Extra Mental Affinity. 10 BIO-E for Extra Mental Endurance. 5 BIO-E for Brute Strength. 5 BIO-E for Extra Physical Endurance. 10 BIO-E for Extra Physical Beauty. +5 BIO-E for Advanced Touch.

Vestigial Disadvantages: -5 BIO-E for Diet: Herbivore. -5 BIO-E for Nearsightedness.

 

 

Academic Underground

One of the Academic Underground

Particularly bright youngsters are adopted into a special secret university. This is not a college campus, but the remnants of one of the pre-Crash universities held together by a desire to preserve the greatness of the past by continuing to study, teach and research . Humans, including ancient humans who still survive and contribute, are very much a part of this academic underground, and characters will be as comfortable around humans as around mutant animals.

Apprenticeship: Select any one from Artisan, Electrician, Far­rier, Mechanic, or Healer.

Primary Skills: Select any six Scientific & Scholastic Skills, and four Technical Skills, and any other eight skills (total) from Medical, Military, Physical, Pilot or Weapon Proficiencies.

Secondary Skills: Select any six.

Special Bonuses: +2 I.Q. and +1 P.P. Money: 3,000 bucks.

Equipment: Full set of clothing and traveling equipment, a main weapon, and a computer with a huge library of electronic reference books (pick two specialty topics).

Relatives & Connections: Part of a secret network of scientists and academics who continue the work of studying, experimenting, publishing, and generally pushing back the dark forces of ignorance.

Technowizard OCC

 

Techno-Wizard O.C.C.

The techno-wizard (TW) is the most unconventional of the magic occupational character classes. They are men of magic who have learned to combine magic with technology. Although the techno-wizard can cast spells and read scrolls, the focus of their magic is the creation of magic devices. The wizard has learned to direct his potential psychic energies into machines, enabling those devices to do strange and magical things that seem to defy known science. Many of these devices seem to only emulate existing magic and psionic abilities, however, they offer several advantages. One advantage is that unlike a spell that can only be spun by a person knowledgeable in magic, or a psionic power that can only be utilized by the psychic who possesses it, many devices created and empowered by technowizardry can be used by any one who has sufficient psychic or magic energy. This means that a fellow practitioner of magic or psychic can use a techno-wizard's machine. Another advantage is that people who are not psychic or mystically oriented can not operate the device at all. Sort of a built-in safety feature. For Example: Somebody who is not a mage or psychic can not fly a wing board or operate a TK-machinegun. In fact, to a normal person, the devices seem like worthless junk without any apparent power source or functioning internal workings. They do not realize that the operator of the device itself is the power source! Techno-wizards have taken the concept of a person being a living battery of potential psychic "energy" to its logical conclusion (or so it seems to them). Thus, they create devices that are powered by the individual's energy and directed by the person's thoughts and desires. The need for other energy sources is greatly reduced (not quite completely eliminated). A third advantage to using P.P.E. as a means to power devices is that the energy is non-polluting, non-toxic, odorless (except to psi-stalkers, mutant dogs, and supernatural creatures), and has no known ill effects on human life. A fourth advantage is that the devices are usually easy to conceal and do not often appear to be magic. Whenever the device is not in use, it does not radiate magic, because it is not currently empowered by magic. When the device is not in use, it is nothing more than a construct of machine parts and wires.

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 M.E. number to determine the base Inner Strength Points. The techno-wizard is considered a minor psionic so he or she receives another 1D4 I.S.P. 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 understand89 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. A techno-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 I than, 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 horror factor. +1 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: 2D4x 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.

Attribute Requirements: l.Q. 12, M.E. 12 or higher. A high P.E. and P.P. is also suggested but are not mandatory.

O.C.C. Skills:

Literacy (+10%)

Radio: Basic (+10%)

Carpentry (+10%)

Computer Operation (+ 5%)

Computer Programming (+ 5%)

Computer Repair (+ 10%)

Basic Electronics (+15%)

Automotive Mechanics (+10%)

Read Sensory Equipment (+ 10%)

Mathematics: Basic (+ 20%)

Land Navigation (+ 5%)

Language (select two additional languages; both are + 15%)

Hand to Hand combat must be selected as an "other" skill. Hand to Hand: Basic costs one skill selection, Expert counts as two, and Martial Arts or Assassin (if evil) count as three skill selections.

O.C.C. Related Skills: Select seven 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. 90 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 five 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

 

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