Jenny Jeffries (Human Techno-Wizard)

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Jenny Jeffries (Human Techno-Wizard)

Postby Jenny Jeffries » Thu Oct 14, 2010 10:25 am

Player Name: Dash
G-Mail: arcticfrogstudios

Character Name: Jennifer Jeffries
Alias: Jenny, 'Corn-Pone'
Race: Human
O.C.C.: Techno-Wizard
Alignment: Unprincipled
XP Level: 5
XP Points: 20,326 (Archie-3 2/1/2015)
Next Level @ XP: 26,501
Sentiments/Non-Humans: Attractive D-Bees are treated as equal to humans. Monstrous D-Bees are initially treated with suspicion, but will be accepted with time. Advanced artificial intelligences, though, Jenny has a soft spot for them. One could call it a romantic obsession.
Sentiments/Coalition: They don't like magic. Jenny doesn't appreciate that.
Disposition: Jenny is an unashamed adrenaline junkie, and has little patience. While friendly and outgoing, others find Jenny to be tiring in long doses. Jenny speaks in the most horrific combination of bad western accents ever to be seen on film, which of course is the popular way to speak in the Colorado Baronies.
Insanity: Psycho-Reliance (Luck Fixation on her Mom's pocket mirror)

I.Q.: 20
M.E.: 14
M.A.: 18
P.S.: 10
P.P.: 14
P.E.: 11
P.B.: 17
Speed: 11

P.P.E.: 134
I.S.P.: 36
H.P.: 26
S.D.C.: 21
Age: 24
Sex: Female
Height: 5'9"
Weight: 135 lbs.
Description: A thin blond woman with bright green eyes. Her hair is typically short and windswept, and her eyes often have a wild look. A smile is almost always half formed on her lips, and she typically is wearing a racing suit. She looks completely different when not working.

Natural Abilities
Perception Bonus: +3 (+6 vs. Machines, Magic, or combinations thereof) (38% +4%/lvl in the new rules, with a +15% bonus for magical and mechanical things)
Charm/Impress: 35%
Invoke Trust/Intimidate: 50%
Max. Encumbrance: 40.5 lbs.
Max. Carrying Weight: 100 lbs.
Max. Lifting Weight: 200 lbs.
Max. Jumping Ability: 5 feet long, 2.5 feet high

Special Abilities
Techno-Wizardry Construction 94% (+2%)
Ley Line Vehicle Piloting 88% (+2%)

(Minor Psionic)
Machine Ghost (12)
Mind Block (4)
Object Read (6)
Speed Reading (2)
Telemechanics (10)
Total Recall (2)

Spell Knowledge
Spell Strength: 13
Armor of Ithan (10)
Blinding Flash (1)
Breathe without Air (5)
Call Lightning (15)
Cloak of Darkness (6)
Deflect (10)
Electric Arc (8)
Energy Bolt (5)
Energy Field (10)
Fire Ball (10)
Fire Bolt (7)
Fuel Flame (5)
Fly (15)
Forcebonds (25)
Globe of Daylight (2)
Ignite Fire (6)
Impervious to Energy (20)
Impervious to Fire (5)
Magic Net (7)
Magic Shield (6)
See the Invisible (4)
Sense Magic (4)
Shadowmeld (10)
Superhuman Strength (10)
Telekinesis (8)
Cleanse (8)
Magical-Adrenal Rush (45)
Lightning Arc (30)
Invincible Armor (30)

O.C.C. Skills
Language (Native): American 108% (+1%)
Language: Dragonese 91% (+5%)
Language: Spanish 91% (+5%)
Literacy : American 76% (+5%, Native)
Radio: Basic 81% (+5%)
Sensory Equipment 66% (+5%)
Basic Electronics 71% (+5%)
Computer Repair 66% (+5%)
Mechanical Engineer 71% (+5%)
Pilot: Hovercycles & Skycycles 93% (+3%)
Pilot: Robots & Power Armor 79% (+3%)
Mathematics: Basic 91% (+5%)
Computer Operation 71% (+5%)
Computer Programming 61% (+5%)
W.P. Knife
W.P. Energy Pistol
Land Navigation 63% (+4%)

O.C.C. Related Skills
Electrical Engineering 71% (+5%)
Aircraft Mechanics 61% (+5%)
Advanced Mathematics 81% (+5%)
Gemology 61% (+5%)
Weapon Systems 71% (+5%)
Pilot: Jet Fighters 66% (+5%)
Robot Combat: Basic
Robot Electronics 56% (+5%, 3rd level)
Robot Mechanics 46% (+5%, 3rd level)
Weapons Engineer 41% (+5%, 1st level, EP)
Bioware Mechanics 30% (+5%, 1st level, EP)

Secondary Skills
Hand to Hand: Basic
Pilot: Automobile 74% (+2%)
Jury-Rig 51% (+5%)
History: Pre Rifts (North America) 54/46% (+4%)
Wardrobe & Grooming (Professional Qualty) 82% (+4%)
Lore: Magic 36% (+5%, 2nd level)
-Recognize Magic Symbols, Runes & Circles 26% (+5%)
-Recognize Enchantment 20% (+4%)

Literacy: Dragonese 36% (+5%, 1st level, EP)

Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: --
Strike Bonus: +2
Parry Bonus: +2
Dodge Bonus: +2
HTH Damage Bonus:
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: --
Bonus to Disarm: +2
Other: Kick Attack: 1d8

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: --
Strike Bonus: +3
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus:
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: --
Bonus to Disarm: +2
Other: Kick Attack

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

Knife: +2 strike, +2 parry, +2 strike when thrown
Energy Pistol: +3 strike

Saving Throw Bonuses
Magic (varies): +1
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Posession: +2
Mind Control: +2
Horror Factor: +2
Last edited by Anonymous on Thu Oct 14, 2010 12:19 pm, edited 2 times in total.
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Re: Jenny Jeffries (awaiting approval)

Postby Jenny Jeffries » Thu Oct 14, 2010 10:59 am

FT-005 Flying Titan Power Armor
Coalition Sky Cycle AFC-023
NG-X9 Samson Power Armor
Icarus Flight System

Carried/In Hand

Worn on Person
N-F20A Medium Force Field
Pilot's Jumpsuit (White with black checker print. "Jenny" is what the namepatch reads, and on the back is embroidered "Uncles Bob's Garage")

In the Pockets of the Jumpsuit
Mom's Pocket Mirror
Gem Bag I (In Jumpsuit pocket)
Gem Bag II (In jumpsuit pocket)
• Unsecured Black Card: 1,985 B.M. Oracle 10/4/12
• Non-Secure Universal Card: 30,910 credits Argent 14/06/25
• Non-Secure Universal Card: 740,000 credits Oracle 06/18/14

In Gem Bag I
• 1/2 carat black pearl
• 10 carats clear quartz
• 2 carat ruby quartz
• 1/2 carat turquoise
• 26 carats red-orange agate
• 21 carats fire agate
• 1 carat clear zircon
• 1/2 carat red zircon
• 3 carats yellow zircon
• 3 carats brown zircon
• 3 carats gold zircon

In Gem Bag II
• Agate (red-orange)- 2 carats
• Agate (fire)- 10 carats
• Amethyst- 2 carats
• Aquamarine- 1 carat
• Jade- 1 carat
• Onyx- 2 carats
• Quartz(clear)- 10 carats
• Quartz(rose)- 5 carats
• Quartz(smoky)- 5 carats
• Tourmaline- 1 carat
• Zircon(clear)- 2 carats
• Zircon(blue)- 1 carat
• Zircon(red)- 2 carats

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Large Pouch
•• pocket flashlight
•• air filter & gas mask
•• sunglasses
• Attachment: Ammo Pouch
•• 2x E-Clip
•• 2x NE-4 Clip (full)
• Attachment: NE-4 Plasma Cartridge Pistol
• Attachment: Vibro-Knife

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: silver cross
• Space: 6 wooden stakes
• Space: mallet
• Space: canteen
• Space: TW Shelter- 6 man tent version
• Space: handheld computer
• Space: binoculars
• Space: pocket laser distancer
• Space:
• Space:

Stored in Vehicle: Samson

• pocket digital disc recorder/player
• Instructions/schematics for spell Cleanse.
• Three More Books (detailed below- Copied from Collegiate Arcane)
• • The books on Lightning Arc and Magic-Adrenal Rush are in Dragonese, by 2 different authors. They will permit the learning of the spells at the standard 2 days/Lvl (so 16 days of study per 8th level spell)
• • The notes on Invincible Armor are 85% in barely-legible American laced (15%) with some other language(s)(?). They will permit the learning of the spell eventually but will require 3 days per level of the spell instead of the standard 2 days/Lvl

Large Sack
• multi-optics band
• large flashlight
• 6 signal flares
• mini-tool kit
• Winter Survival Kit
• Polarized Goggles: Ordinary Polarized Goggles
• 2xWinter Ski Mask
• fine silver wire, 200'
• fine gold wire, 200'
• fine electrum wire, 170' (60%Gold/40% Silver)

Duffle Bag
• nice dress, black, knee-length
• Battle Dress Utility: Arctic Weight(down lined)
• 2x Jumpsuit (Neon Pink w/ black strobe stripes)
• Jumpsuit (Neon Yellow w/ black strobe stripes)
• Poncho
• Sundress (Orange and Yellow Tye-Dye)
• Flip-Flops
• Neon dress
• Royal Blue Dress
• Black sandals with a moderate heel
• colourful wedge sandals
• purse
• 1x Lockable Carrying Case (magically enchanted transparent lid, electronic lock, case is M.D. alloy and has 200 M.D.C., about the size of a briefcase)
• • 3 carats Diamond
• • 3 carats Emeralds
• • 10 carats Black Pearls
• • 13 carats Jade
• • 9.5 carats Red Zircon
• • 11 carats Onyx

Large Sack
• Jumpsuit (Neon Yellow w/ black strobe stripes)
• 10' spool fine gold wire
• 10' spool fine silver wire
• 2xThermal Suit
• 2xThermal batteries
• Arctic Trooper Hat with Fur Earflaps
• 2xThermal Arctic Boots
• Battle Dress Utility: Arctic Weight (down lined)
Universal Energy to Matter Converter (aka 'Substitute fer Miss Jez')

Gear Stats

FT-005 Flying Titan Power Armor
Crew: One
M.D.C. By Location:
• Shoulder Wings (2): 30 each
• Rear Jet Pack (2): 50 each
• Lower Maneuvering Jets: 25 each
• * Head: 70
• ** Main Body: 180
* Attacks to the head must be a Called Shot and are -3 to strike. Destroying the head/helmet has a 01-70% chance of knocking the pilot unconscious. If conscious, there is no radar or targeting systems so the pilot has no power armor combat bonuses to strike, parry, and dodge. Also the human head is now vulnerable to attack.
** Depleting the M.D.C. of the main body will shut the power armor down completely, rendering it useless. Destroying a wing will make flight impossible. However, even with no wing(s), the armor can make jet powered leaps and hover stationary above the ground.
Statistical Data
Running: 50 mph, the act of running tires the user at 20% the usual fatigue rate.
Leaping: 15' high or across unassisted by jet thrusters. Jump jets can propel the unit up to 100' high and 200' across without actually attaining flight.
Flying: Can hover stationary up to 200' or fly. Maximum flying speed is 400 mph but cruising speed is considered to be 150 mph. Maximum altitude is limited to about 4000'.
Flying Range: The jet rockets need to cool after a maximum of 10 hours of flight faster than cruising speed and after 20 hours of cruising speed. Can go indefinitely with periodic rest stops.
Dimensions: 7' high, 2.5' wide with wings down, 11' with wings extended, 3' long, 160 lbs. without missiles
Physical Strength: Augmented P.S. of 24
Cargo: None
Power System: Nuclear, 20 years of life
1. Wing Lasers (2)
• Range: 4000'
• Damage: 2D6 M.D. per blast
• Rate of Fire: Each shot counts as one melee attack
• Payload: Unlimited
2. Wing Rockets
• Range: Varies with missile type (Frag)
• Damage: Varies with missile type (5d6)
• Rate of fire: One at a time or in volleys of two, three, or four
• Payload: Total of 12 mini-missiles or 6 short-range missiles. (Currently 10 Frag)
3. Sensors
• Standard power armor sensor system includes full optical system, infrared, ultraviolet, telescopic, thermal-imaging, polarization, radar, laser targeting, and targeting and combat computer.

Coalition Sky Cycle AFC-023 windshield and right rear landing gear destroyed
Crew: One. Can possibly seat one passenger, but dangerous and uncomfortable for the passenger.
M.D.C. by Location:
Forward Mounted Laser Turret - 50
Rear Jets (3) - 50 each
Mini-Missile Launchers (2) - 50 each
*Main Body - 150
Statistical Data:
Speed on the Ground: Ground speed is 40 mph maximum. The Sky Cycle does have limited ground capabilities for parking and maneuvering, but it is designed as an aircraft.
Speed Flying: The rocket propulsion system enables the Sky Cycle to hover stationary up to 2000' or fly. Maximum flying speed is 520 mph (832 km), but cruising speed is considered to range between 80 and 150 mph. Maximum altitude is limited to about 5000'.
Range: The nuclear power supply gives the Sky Cycle 20 years of life, but the jet rockets get hot and need to cool after a maximum of 20 hours of continuous flight at speeds above cruising, indefinite range with rest stops and/or at cruising speed.
Dimensions: 10' tall, 4' wide, 9'4" long, one ton fully loaded.
Cargo: Minimal storage space, 3' behind the seat. Power System: Nuclear; average cycle's energy life is 20 years.
Weapon Systems:
CR-21 Mini-Missile Launchers (2):
☞ Range: One mile
☞ Damage: Any type of mini-missile can be used, but standard is¬sue is fragmentation (anti-personnel, 5D6 M.D.) and plasma (1D6x10).
☞ Rate of Fire: One at a time or in volleys of two, three, four, or five. Each volley counts as one melee attack.
☞ Payload: 20, ten missiles in each launcher.
CR-4T Laser Turret (1):
☞ Range: 4000'
☞ Damage: 6D6 M.D. per dual blast (3D6 per single blast).
☞ Rate of Fire: Each dual (or single) blast counts as one of the pilot's at¬tacks per melee round.
☞ Payload: Effectively unlimited.
Smoke Dispenser:
☞ Payload: Six loads total. The usual mix is three smoke and three tear gas.
Sensor System Note: Has all the standard robot sensors and communications capabilities, including radar.
Modifiers: +3 to dodge when flying at cruising speeds and +5 to dodge when flying over 250 mph. Trained CS pilots get an additional +10% to pilot the Coalition Sky Cycle. Note that city combat, dog-fighting and high-speed maneuvers usually require a piloting skill check.

NG-X9 Samson Power Armor
Model Type: NG-X9 Samson
Class: Armored Infantry Assault Suit
Crew: One
M.D.C. by Location:
Rear Booster Jets (2): 50 Each
Ammo-Drum (rear): 30
Rail Gun: 50
Forearm Mini Missile Launchers (2): 50 each
*Head: 70
**Main Body: 240
Statistical Data
Running: 180 mph maximum. The act of running does tire out its operator, but at 10% of the usual fatigue rate.
Leaping: The Powerful robot legs can leap up to 25' high or across unassisted by the jet boosters. A jet booster assisted leap can propel the unit up to 100' high and 200' across. This is not flight.
Dimensions: 11' tall, 5' wide, 4'6" long, 416 lbs., 900 lbs. fully loaded
Physical Strength: Robotic P.S. of 30
Cargo: Small storage area for extra supplies and personal weapons.
Power System: Nuclear, average life is 15 years.
Weapon Systems
NG-202 Super Rail Gun
This is standard equipment for the Samson and is hooked directly to the power supply.
☞ Range: 4400'
☞ Damage: 1D6x10 MD
☞ Rate of Fire: 60-round bursts only
☞ Payload: 6000 round drum.
☞ Weight: 210 lbs.; One ammo drum: 300 lbs.
Forearm Rocket Launcher
☞ Range: Usually about one mile.
☞ Damage: Varies with missile type.
☞ Rate of Fire: One or two at a time, both count as one melee attack.
☞ Payload: 2 mini-missiles per arm; 4 total.
Knuckle Blades
☞ Add 1D6 M.D. to punch attacks.
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage combat. Skills and bonuses depends on whether the character has Robot Combat Basic or Elite. Double Damage from Leap Attacks.

Icarus Flight System
Model Type: IPS-1
Class: Combat Flight System
Crew: One
M.D.C. by Location
*** Wings (2)—120 each
Wing Thrusters (6; three per wing) — 35 each
Main Thrusters (3; rear, main body) — 45 each
Mini-Missile Launchers/Jet Systems (2) — 90 each
Forward Lasers (2) — 20 each
** Main Body—120
* Pilot — As per body armor.
* The pilot of the Icarus is in the open, and can be targeted by a "called shot." The pilot's M.D.C. body armor protects as normal. Killing the pilot will cause the Icarus to crash.
** Depleting the M.D.C. of the main body causes the aircraft to crash.
*** Destroying one wing will cause a loss of speed and control: reduce speed 33%, dodge bonus by half, and -30% to piloting skill. The missile launcher on that wing is also lost.

Note: The skill Flight Pack Combat is needed to pilot this vehicle.
Statistical Data
Driving on the ground: Not possible.
Flying: Up to Mach One (670 mph/1078 kmph)! Only a Juicer, 'Borg or supernatural creature can survive the G-forces and stress placed on the pilot. Cruising speed is usually 300-400 mph; VTOL capable.
Range: Although the nuclear reactors operate for years, the jets need cooling off after 10 hours of continuous use at cruising speeds, or six hours at maximum speed. Maximum Altitude is
Dimensions: 5' high, 4' long, 12' wingspan, 1,000 lbs.
Cargo: None.
Power System: Nuclear; average energy life is five years.
Market Cost: 3.2 million credits. Fair to poor availability. The CS has outlawed this jet pack.
Weapon Systems
1. High-Powered Laser Guns (2)
• These weapons are mounted on the front end of the Icarus, but can rotate in a 90 degree arc in all directions. They can be used to strafe ground targets and engage in aerial combat.
• Range: 4000'
• Damage: 5D6 M.D. per single blast, 1D6x10 M.D. per double blast (1 APM).
• Rate of Fire: Single shots only
• Payload: Effectively unlimited.
2. Mini-Missile Launchers (2)
• The tip of each wing holds six mini-missiles.
• Range: About one mile
• Damage: Varies with missile type.
• Rate of Fire: One at a time, or in volleys of 2, 4, 6 or 12 mini-missiles.
• Payload: 12 total; six per wing launcher.

N-F20A Medium Force Field
• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip

Damage: 1D6 M.D.

TW Shelter- 6 man tent version
6 Tent Stakes adorned with red agate.
P.P.E. Activation Cost: 20 P.P.E.
Duration:24 hours
M.D.C.: 100 Tent (30 per stake)
Magical Effects: As per the spells Sheltering Force and Lantern Light.
Cost: 40,000 credits

NE-4 Plasma Cartridge Pistol (Utility Belt- Right Hip Holster)
Range: 500'
Damage: 1D4x10 MD
Rate of Fire: Single shots only
Payload: 10 shot magazine (9/10 currently)
Weight: 6 lbs.

Universal Energy to Matter Converter (Patron Item)
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scar-less and seamless.
  • Range: 5' or by direct application
  • Repair: The UEMC an restore the damage capacity (S.D.C. or M.D.C.) of an inanimate object lost by damage or decay by 10 points per charge used. Cannot restore more capacity than the item originally had. This can restore damage to body armor, make repairs to damaged vehicles, repair Mom's broken vase, and similar. Cannot restore a shattered item unless all the pieces are within a 5' radius.
  • Regeneration: For every charge used, the UEMC can restore 5 H.P. or S.D.C. Cannot restore more capacity than the character originally had. Double the cost for M.D.C. regeneration.
  • Duration: 1 charge per melee round max
  • Payload: 10 charges per E-clip; can only use standard E-clips
  • Weight: 2 lbs.
Last edited by Anonymous on Thu May 29, 2014 11:45 am, edited 12 times in total.
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Re: Jenny Jeffries (awaiting approval)

Postby Jenny Jeffries » Fri Oct 15, 2010 4:54 pm

Background Story
Off the beaten path in the Colorado Baronies, but near a rodeo grounds, there is a scrap yard and Operator's garage called Uncle Bob's. On the wall, is a picture of a young blond girl sitting on the wing of a jet fighter. Whenever he's asked about it, the owner breaks into a story.
"That girl. She always felt the need for speed. I blame that old Operator, some offworlder. Anyway, he told little Jenny about these racers, about courses that wound over the surface of volcano planets, through dangerous astroid belts, and between pulsars. "
"That offworlder. He told everyone to just call him 'Noro', cause that was was the Splugorth called him. He was a race fan. When we first met him, he laughed when we told him he was on Earth. 'Its just a fable, thats what everyone thinks.' That's what he always said."
"We showed him a race car track, and he said he was happy to work, as long as he got to soup up cars for the races too."
"Anyway, Jenny always loved to listen to his stories. She was always around the shop, ya see, on account her mom's a wanted fugitive from the Coalition. Yes, siree. Dangerous magic user an' all. Not that that matters much to us out here in Colorado, but they kept sending out squads lookin 'fer her. So good ol' Uncle Bob took her in. Had to, ya' see, Meg's my sister and all. Never heard nothin' about Jenny's father, never had time to ask."
"Anyways, she learned to help around the shop. Pretty smart little girl, she was. She only really like working on the fast machines, even as a little girl. Noro mentioned to me, he thought she had a gift, even back then."
"Anyways, when she was 12, another man came into the shop. Like Noro, he was a refugee. I have a thing for strays, ya'know. He said his name was Maxwell, and he was a Techno-Wizard. Ended up on the wrong side of some power play back east, he said."
"Noro and Maxwell made pretty fast friends, and Jenny hung out with them all the time, so I finnally got to all the paperwork I'd been leaving behind for 12 years or so. So the next time I notice, Jenny's 14 and they retrofitted the old F-16 I dug out of a mountainside into a T-W Flyer. She's flying the thing. I chew her out, and I find out she did most of the work on it. Somehow, I missed her growing up. Thats when I took the picture. Cute as a button, ain't she?"
"The fire in her eyes. It was like Meg was here again. I knew she was grown up. That day, I put Jenny on the payroll as a full mechanic. She spent a few years, customizing this scrap vehicle or that one, souping them up and selling them for a profit. If you can't tell, I don't even run the shop anymore. I got a team for that."
"Jenny learned how to pilot damn near everything I can fix over those few years too. But the good days had to end. Yellow Coalition dogs. Returning from Hope, they was bringing me some sheet metal. They shot down Noro an' Maxwell, tried to shoot Jenny too, but that mirror, the one Meg left me fer her, bounced the laser right off."
"The Hope Rangers, they hung all them Coalition for slaughterin' them Cactus villagers up by Pete's Bend. Showed up just in time. Jenny, she developed this fixation with that mirror. She was a 'bot, jus' goin' through the motions, ya' know?"
"Then the machine came in. It was half scrap metal, but you could tell it was meant to go fast. Feller sellin' it said he got it from some place called Newtown, where the Coalition had a big dust up with Juicers. Jenny's face lit up like I ain't seen it do in near on 5 years. You could tell she was already cookin on somethin'. I bought it on the spot."
"Turns out it was her goin' away present. There ain't no way my garage coulda covered the cost of whatever her thing was gonna do. So she fixed up one a' the Hovertrucks and took off. Now it's just me an' all the 'prentises Noro an' I taught."
"I just hope she keeps her head up, and avoids the Dead Boys."
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Re: Jenny Jeffries

Postby Tyrannosapiens Rex » Thu Nov 02, 2017 12:44 pm

Jenny's had a number of lifetime experiences merged with artificial intelligence.

    Item 1: rare gems
    Item 2: a space fighter
    Item 3: a machine shop
    Item 4: broken stuff to work on
    Item 5: a nuclear powered boyfriend, or a toaster-sized one with a factory-sized attachment.
Short Term Goals:
    Goal 1: Learn Some Spells
    Suggested Solutions (Goal 1): A hyperbolic time chamber would be nice.
    Goal 2: Craft her masterpiece.
    Suggested Solutions (Goal 2): Find a second TW ready to duet, rent or buy a shop, and get crafty
    Goal 3:
    Suggested Solutions (Goal 3):
Mid Term Goals:
    Goal 1: Play Tourist
    Suggested Steps and Solutions (Goal 1): Visit exotic dimensions, collect souvineers
    Goal 2: Get a digital boyfriend
    Suggested Steps and Solutions (Goal 2):
    Goal 3:
    Suggested Steps and Solutions (Goal 3):
Long Term Goals:
    Goal 1: Replace Hagan Logonovich
    Suggested Steps and Solutions (Goal 1): Kill Hagan, make ARCHIE fall for Jenny, live megalomaniac-ally ever after.
    Goal 2:
    Suggested Steps and Solutions (Goal 2):
    Goal 3:
    Suggested Steps and Solutions (Goal 3):
Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: Jenny Jeffries (Human Techno-Wizard)

Postby Tyrannosapiens Rex » Tue Sep 04, 2018 11:16 pm


One customized TW Power Armor that maintains the technological systems of the Icarus Wing and the Samson that will be attached to it, but will also be upgraded using Techno-Wizardry for an extra edge.

Throughout this device, the spell Electric Arc is used to complete circuits -lightning jumps from the Gem encrusted M.O.M. implants into the pilot's head, and the force field is a visible ball of energy that surrounds the Power Armor, crackling with lightning that occasionally jumps back and forth between the power armor and the field.

-Northern Gun Samson Power Armor*
-M.O.M. implants
-force field projector*
-E-Clip Charger/receiver ports
-electrum(60% gold/40% silver) wire*


TW Features (Theorized Spell Chains (Gems)(Focus))

-Force Field:125 M.D.C. (125 at Device Level 5), field is impervious to all forms of energy, including fire, heat, electricity, lasers and so on. Energy attacks do no damage whatsoever. Physical attacks, guns, knives, clubs, explosives, and even punches, etc., do normal damage. (Invincible Armor, Impervious to Energy, Electric Arc (Red Zircon, Diamond) (Force Field Generator)) (Duration could be: 15 minutes, 10 minutes, or 15 seconds)

PPE Construction Cost: 362.5=(2900=(58=30+20+8)*50)/8
Gems: 8 carat diamond, 1 carat red zircon
Activation Cost: 19 P.P.E.
Construction Time 181.25 hours =(362.5/10)*5
Construction Cost: 18,125+gems
Duration: 15 minutes, or 10 minutes (from Invincible Armor or Impervious to Energy)

-Magic Over Matter Adrenal Boost: Mimics the spell, Magical-Adrenal Rush (Magical-Adrenal Rush, Electric Arc (black pearl, red zircon) (M.O.M. Implant)) (Duration could be: 1 minute 15 seconds, or 15 seconds)

P.P.E. Construction Cost: 265=(2650=(53=45+8)*50)/10
Gems: 10 carat black pearl, 1 carat red zircon
Activation Cost: 13 P.P.E
Construction Time: 132.5 hours =(26.5=(265/10))*5
Construction Cost: 13,250+gems = (265*10)*5
Duration: 1 minute 15 seconds (From Magical-Adrenal Rush)

-P.P.E. Storage and P.P.E.-Clip Port: (E-Clip Port)(Emeralds) This device is intended for use by muggles.

P.P.E. Storage: 20 P.P.E.
Gems: 2 carat Emerald

Blueprint Time: 12 hours
Total P.P.E Construction Cost: 899 (749*1.2 (PPE storage))
Total Construction Cost: 31,475+gems+form items (Icarus, Force Field, MOM implants, Samson)
Total Time: 373.5 hours (373 attempts, under 37.3 days per tinkerer rules)
Gems: 8 carat Diamond, 10 carat black pearl, 2 carat red zircon, 2 carat Emerald

(Need 5 more carat diamond: 75,000
Used MOM Implant or Juicer Harness: X
Construction Cost: 31,475
TW Assistant: Y
Operators: Z
Total 106,475+X+Y+Z)

Desires- Note To GM
Jenny would like to find up to 5 non-TW assistants with some appropriate skills. NPC hirelings costs would be okay, or maybe Jenny can borrow a few of Archie's robots, or Cabal could assist.
Jenny wouldn't mind doing this work under the guidance of a master at the Collegiate
Jenny would love to hire a PC or NPC TW to help her make this thing.
Jenny would love to be able to buy the rest of what she needs to just finish the whole thing- one used MOM implant or Juicer Harness.

Skill Modifiers Known/Sought
-20% Prototype Schematics
-20% 20 PPE Storage
+30% At Your Leisure (750* adjusted hours- about 70 days, depending on how many attempts Jenny has per day 1 attempt=1 hour)
+10% Working Under a Master (unproven design)
+X% TW Assistant

*May vary if hirelings/assistants can be found. At Jenny's target number of 5 assistants it would be (187.5 hours times 2 for 375 hours- or approx 42-46 days)

Design Notes: Other than the lightning display, Jenny isn't going to want side effects or quirks. However, I thought about a few, so I'll share:

-Every time X feature is engaged, the wearer has a static charge for the rest of the day- shocking anyone and anything they may touch, mostly for comedic effect.

-Rather than be renewed like most magical armors, the Force Field Projector has to regenerate M.D.C. over time similar to a Naruni Force Field. The P.P.E. cost simply activates it for the duration, without automatically renewing the M.D.C..

-Any time the suit (Not the field) is hit with lightning or electricity there is a 1% chance per point of damage that one feature will automatically engage (if not already active) or disengage (if active)
1-3: Magic Over Matter Adrenal Boost (causing premature draining effects if disengaged)
4-5: Lightning Arc Projector (firing at random targets, including allies in range if engaged)
6: Force Field Projector (will only engage, reroll if activated but overloaded)

-Every 10th (or 9th, or even every) time the Magic Over Matter Adrenal Boost is activated, the pilot must make a save vs. insanity or develop inanities akin to a Crazy. (If this route is chosen, it might due to give the Magic Over Matter Adrenal Boost some extra kick or duration, or lessen the negative effects at the end.)
The first time the pilot fails, she develops a phobia (random or selected by GM from the encounter)
The second time the pilot fails, she develops an affective disorder. (random or selected by GM from the encounter)
The third time the pilot fails, she rolls on the Crazy Insanities Tables
The fourth time the pilot fails, she develops an obsession. (random or selected by GM from the encounter)
The fifth time the pilot fails, she develops another phobia. (random or selected by GM from the encounter)
The sixth time the pilot fails, she develops a neurosis. (random or selected by GM from the encounter)
Every time the pilot fails after the sixth, she rolls on the random insanity table or gets assigned any insanity by her GM. (although she's probably already completely batshit crazy, and one more insanity is barely going to get noticed)

-The Magic Over Matter Adrenal Boost is addictive. The pilot must roll save vs. mind influencing magic every time this feature is activated or become addicted to the feeling, needing a fix every day. (This would be really mean combined with the previous quirk)

Skills Probably Required
Aircraft Mechanics*
Bioware Mechanics*
Electrical Engineering*
Mechanical Engineer*
Robot Electronics*
Robot Mechanics*
Weapons Engineering*
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Re: Jenny Jeffries (Human Techno-Wizard)

Postby Augur » Thu Sep 20, 2018 5:36 pm

Note: One major error found in skills.
Please address.
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Re: Jenny Jeffries (Human Techno-Wizard)

Postby Tyrannosapiens Rex » Tue Oct 16, 2018 8:33 am

Fine, I guess.

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Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: Jenny Jeffries (Human Techno-Wizard)

Postby Sol » Sun Feb 03, 2019 9:08 pm

for the quirk on Jenny's Masterpiece;
I need to see if Jenny identifies the problem and makes corrections accordingly.

Please roll:
Mechanical Engineer 71%
Electrical Engineering 71%
Aircraft Mechanics 61%
Weapons Engineer 41%
Bioware Mechanics 30%
Lore: Magic 36%
Techno-Wizardry Construction 94%
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