Talents - Tech Related in Sternwald Sector | World Anvil

Talents - Tech Related

Name Tier Pre-reqs Benefits
Binary Chatter 1 Tech use Gain +10 to program servitors
Ferric Summons 1 Ferric Lure Implants, Mech. Implants Change the weight limit of Ferric Lure implants to 2kg in place of 1kg.
Intiated Maintenance 1 Common Lore (Ad. Mechanicus) Known Weapons owned by you experience a Jam on a natural roll of 100, and the Overheat Quality occurs on rolls of 96+.
Potentia Coil Induction 1 Toughness 35, Implanted Potentia or Mechanicus Implants If near suitable power plant, Test Toughness +10 to recover Degrees of Success Number of Fatigue levels. (aka Electrical Succor)
Rite of Awe 1 Mech Implants, Pure Faith (Omnissiah), Spend a Half action to intone a deep binary dirge. All Humans with in 50m must test Willpower or take a -10% to their skill next skill test.
Technical Knock 1 Int 30 May un-jam any gun as a half action.
Cybernetic Boost 2 Tech use, One or More Cybernetic Limbs Perform a Tech Use (+0) test, which if successful you gain Unnatural Strength or Agility (1+ Half the Degrees of Success on the Test) that last for a number of rounds equal to your Toughness Bonus. For each round you elect to sustain this, take 1 level of Fatigue.
Enhanced Bionic Frame 2 Mechanicus Implants, Str 40+, Machine (1+) You gain the Auto-Stabilized Trait.
Gun Blessing 2 Pure Faith (omnissiah) or Techmarine As a Full Action test Tech Use (+0), if successful you unjam all guns within 10m
Integrated Weapon Expertise 2 BS 40, Implanted Potentia or Mech Implants When successfully perfoming an attack with an Integrated Weapon, you may choose to take 1 level of Fatigue to gain +2 Degrees of Success.
Logis Implant 2 Calulus Logi or Cerebral Implant At the start of you Initiative turn you may spend your Reaction to perform a Tech Use (+0) test. On a success you gain a +10% to WS and BS until the end of your next turn.
Luminen Charge 2 Mechanicus Implants Test Toughness (+0) to recharge various levels of equipment from 0
Luminen Shock 2 Luminen Capacitors, Mechanicus Implants You may perform Luminen Shock attacks as Melee actions, per the Luminen rules. You may also use advaned Luminen rules as posted elsewhere on Sternwald.
Maglev Transcendance 2 Maglev Coils, Mechanicus Implants Using the Coils you may gain the Hoverer Trait for 1d10+ (2x Toughness Bonus) in minutes
Mechadendrite Use (Specific) 2 Mechanicus Implants Can use that type of Mechadendrites. (Ballistic, Manipulator, Medicae, Optical, Utility or Servo-Arm)
Perfected Maintenance 2 CL (Ad Mech) +20, Initiated Maintenance "Once per Session you may perform a Tech Use (+0) test to improve a single item for the session to function as a higher level of craftsmanship based on the Degrees of Success obtained. 1-2 DoS: Good Craftsmanship, 3+: Best Craftsmanship.
This lasts for the session."
Prosanguine 2 Autosanguine Implant, Mechanicus Implants Take 10 minutes and pass a Tech-Use (+0) test to heal 1d5. Rolling a 96+ damages the Autosanguinator implant to the point it cannot be used for this again until it received routine maintenance. Each test in 24 hours adds -10% to the Tech Use test.
Rite of Fear 2 Mech Implants, Pure Faith (omnissiah), Rite of Awe Spend a Half Action to generate a mystic aura of Mechanicum Malice that causes all Humans in 50m to respond to you as if you have the Fear (1) Trait. This affects those exposed for a number of minutes equal to your Willpower Bonus
Rite of Static Overload 2 Tech Use +10, One or More Cybernetic Limbs, Pure Faith (omnissiah), Rite of Awe As a Half-Action perform a Tech Use (+0) Test. On a Success your Cybernetic limb gains the Shocking (2) Quality for Rounds equal to your Toughness Bonus. After this your limb does not function until you pass a Tech Use (+20) test and 1d10 minutes to reset the device. If you fail the initial Tech Use (+0) test by 4 or more Degrees of Failure the same non-functionality occurs.
Cybernetic Calibrations 3 Tech Use +20, Cyber Boost, 2 or more Cyber Limbs Buy this talent and spend 1 week in game to improve the Quality of all Cybernetics by 1 Tier of Craftsmanship.
Feedback Screech 3 Mechanicus ImplantsRite Of Statitic Overload, Rite of Fear As a Half action force all who have unprotected hearing within 30m to test Willpower (+0) or lose 1/2 an action on their next round.
Integrated Weapon Mastery 3 Tgh 40, WP 40, Integ. Wp Exp, Mech Imp or Potentia Imp. Gain 1 level of Fatigue to Gain your Intelligence Bonus to Damage and Pen of you weapon for the duration of the Encounter.
Logis Driven 3 Logis Implant, Both Calculus Logi AND Cerebral Implants On taking this talent you gain a second reaction each round, but upon using this in a given round you must test Intelligence (+0) or take 1 level of fatigue that lasts until the end of the encouter (at which point the devices driving the talent can better calibrate to normalcy).
Luminen Blast 3 Luminen Shock, Lum. Capacitors, Mechanicus Implants You may perform Luminen Blast attacks as Ranged actions, per the Luminen rules. You may also use advaned Luminen rules as posted elsewhere on Sternwald.
Machinator Array 3 Mech Implants, Peer (Ad Mech), 3 + Cybernetic Implants. Upon taking this talent you:Gain: +10% to Str & Tgh, Lose 5% to Ag & Fel. You triple your weight. You may add a single Pistol or 1H melee weapon to any 1 Servo Arm or Harness you own.
Master Engineseer 3 Tech Use (Race) +20, SL (Ad. Mech) +20 (or race equivalent) "You gain +10% to Tech use tests to repair/upgrade equipment. Also, you may spend a Fate Point to repair a failed piece of equipment with 1 Degree of Success, taking 1d5 minutes to do so.
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Physical Perfection 3 Flesh is Weak, All basic Body Cyber at Best Craftsmanship For each purchase of this talent you gain Machine Trait (+1), and Haywire Quality weapons affecting your Cybernetics are reduced by (-1) to a minimum of 0 (not affecting you).
Rite of Pure Thought 3 Mech Implants, Pure Faith (omnissiah) You are immune to Fear, Pinning or Emotion based effects. Your Fellowship based tests are tested against 50% of your base value.
Servo-Harness Integration 3 Mechanicus Implants, Own a Servo-Harness Able to use a Servo-Harness
The Flesh is Weak 3 Tech Use (Imperium) Trained, All Basic Body Cybernetics Gain Machine (1) Trait. To enhance this further See Physical Perfection.
Vitality Coils 3 Imp. Potentia or Mech Imps., Potentia Coil Induction, Tgh 45 If near a Power Source (such as is equivalent to a large portable generator) you may test Toughness (+0) to regain 1d5 + Degrees of Success in wounds. Failure on this test inflicts 1+Degrees of Failure Damage, with the Shocking (2) quality. For each additional use of this in 24 hours imparts a cumulative -10% to the initial Toughness Test.
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Haec lingua est etiam, ut est in mensa munus."

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