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. |
" |
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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