The fact that Techno-Wizards have to use their magic through appropriate technology and enchantments only work with applicable paint jobs, add ons, and so forth is a really nice touch for this class. I like encouraging my players to be creative with things like that. I had thoughts of making a custom magical feature for the vehicle; Charismatic Aura which functions via a righteous mural on the side involving unicorns, guitars, and space scenes most likely. Perhaps once I have a better grasp on Techno-Wizard construction I’ll make a post with some custom enchantments.
As this character comes from a wealthy family of inventors, I saw fit that he should have (limited) access to some hefty funds and a monthly allowance. I’ve also created a homebrew magic item with Dwarven magic and technology in mind; Dwarven Rune Grease. As this is a homebrew creation and not official material, you should seek the DM’s approval before implementing it.
A lot of the Techno-Wizard construction rules got cut from the RUE, which made the vehicles and other gear a huge pain in the neck! I actually had to dig out my old RMB. Just one of those Palladium things, I guess.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts: Main Book, Rifts: Book of Magic, Rifts Conversion Book 01.
Recommended Setting: Any starting level advenuring group, also potentially suited for Mega-Damage campaigns (you’d probably want to give him a level or some upgraded gear first). Not good for pro-CS or anti-magic campaigns.
Nickname: Dustbin McAnvil (this is derogatory and he hates it), Durvin (to his friends)
Exp. Level: One
Experience Table: Techno-Wizard
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 19 (+1D6/lvl)
S.D.C.: 20 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 279 (+2D6/lvl)
I.S.P.: 35 (+1D4+1/lvl, Minor Psychic)
Chi: Not applicable.
Horror/Awe Factor: Not applicable.
IQ: 16 (+2% one time bonus to all new skills.)
PS: 20 (Lift/Carry: 200/400 lbs.)
SPD: 6 (Run: 4 mph.)