Combat Techno-Wizard O.C.C.

Through the past several decades, the magic arts of Techno-Wizardry have developed into many different branches in different parts of the world or even different regions of North America. One such tangent was the Combat Techno-Wizard, who uses his magical and technical abilities to make himself an extremely capable man-at-arms.

Techno-Wizard Psionic Powers

  1. The Combat Techno-Wizard gets the following psionic abilities: tele-mechanics, sixth sense, mind block, and object read.
  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 and gains 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 techno-wizard 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 understanding in magic that limits the techno-wizard’s spell casting abilities, but his orientation. 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.
  2. A combat techno-wizard is primarily interested in those spells he or she can use in making himself a more formidable warrior and spends much of his or her time building and modifying devices to that end.

    At level one experience, the character knows the following spells: blinding flash, globe of daylight, fire bolt, fire ball, call lightning, energy bolt, energy field, impervious to energy, telekinesis, armor of Ithan, superhuman strength, and superhuman speed.

     At third level a total of two additional spells can be selected from levels 1-4. The combat techno-wizard will be primarily interested in those spells that will increase his proficiency in combat. 

  3. Learning new spells. Additional spells may be bought or learned at any time, regardless of his current level of experience. The character will never learn summoning or circles. 
  4. Magic Bonuses. +3 to save versus horror factor. +1 to save versus magic at levels three, seven, ten, and thirteen. +1 to spell strength at levels four, eight, and twelve.
  5. P.P.E.: Like all men of magic, the combat techno-wizard is a living battery of mystic energy that he can draw on to create magic. Permanent Base P.P.E.: 2D4x10, 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 when available.

Attribute Requirements: I.Q. and M.E. of 12 or higher. Other high physical attributes are suggested, but not required.

O.C.C. Bonuses: +1D4 to P.P. and P.S., +1D4x10 to S.D.C., +1 strike and parry with TW or other magic weapon (if applicable)

O.C.C. Skills:

Basic Electronics (+10%)
Basic Mechanics (+10%)
Math: Basic (+10%)
Language, 1 additional (+10%)
Read Sensory Equipment (+10%)
Weapon Systems
Pilot, 2 of choice (+10%)
W.P. Energy Pistol
W.P. Energy Rifle
2 other W.P.’s of choice
Hand to Hand: Expert

Hand to Hand: Martial Arts (or Assassin if evil alignment) can be learned at the cost of one "other" skill.

O.C.C. Related Skills: Select five other skills. Plus select one additional at level three, level six, level nine, and level twelve. Select an additional W.P. at levels four and seven. All new skills start at level one proficiency.

 

Communications: Any (+5%)
Domestic: Any
Electrical: Any, but counts as 2 skills
Espionage: Intelligence, Wilderness Survival, and Sniper only
Mechanical: Any, but each counts as 2 skills
Medical: First Aid only
Military: Any (+5%)
Physical: Any, except Acrobatics
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Prowl, Streetwise only (+5%)
Science: Math and Chemistry only
Technical: Any (+5%)
W.P.: Any
Wilderness: Any

Secondary Skills: The character also gets to select five secondary skills from the list above without the benefit of the bonuses in parentheses.

Standard Equipment: work clothes, a set of fatigues, goggles or sunglasses, multi-optics band, magnifying glass, large and small flashlight, six signal flares, mini-tool kit, knapsack, back pack, 1D4 small sacks, one large sack, pocket mirror, a silver cross, six wooden stakes and a mallet, canteen, binoculars, air filter and gas mask, pocket laser distancer, and a pocket digital disc recorder/player. Current fashion among combat techno-wizards is military-style fatigues and a few small tattoos.

Armor can be light or heavy body armor with three magical enhancements or an exoskeleton with two magical enhancements. The character also starts with a TW vehicle with two enhancements.

Instead of the above equipment, a combat techno-wizard may start with a suit of light (less than 300 M.D.C.) power armor with one techno-wizard enhancement. Please note the bonuses gained by a psionic using tele-mechanics in power armor (see Rifts Sourcebook 1).

Weapons will include a survival knife and three TW weapons.

Money: the combat techno-wizard starts with 1D4x1000 in credit, 1D6x100 in black market items and 2D4x1000 in crystals and gems. Combat techno-wizards typically carry more money than the traditional techno-wizard.

Cybernetics: Starts with none and will avoid them at all costs. Bio-systems will be the priority if prosthetics become necessary.

Experience: use the TW experience table