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Skill: Tech (Genesys)

May the fastest coder live

Tech wielders are usually tinkerers and modders who often enjoy spending the time customising their devices and otherwise developing their own unique approaches to problems. When in combat, they must use their abilities more carefully than those wielding Magic, but enjoy the benefit of not having to spend their own personal Strain to perform their abilities.  

Becoming a Tech specialist

Tech powers (known as Macros) requires a character to be wielding a replicator to cast, and while any replicator will do to start, it must first be configured by the wielder, enabling it to automate many of the tasks that make Tech Macros and Programs possible - it must respond instantly to gestures and commands in combat, correctly locate the intended target, and generate the required effect whilst tracking the target in the heat of battle. The fast pace at which this must all occur forces the wielder to preset only a few 'favourited' pre-prepared macros or even horriffically complicated Programs into their replicator's memory banks.  

Readied and Unreadied Macros

Only a limited selection of Macros and Programs can simultaneously be Readied to use in combat. So, unless the character will be using the same set of abilities all the time, they will need to spend some downtime shuffling their Tech Loadout before a mission, based upon which obstacles they expect to face.

Readying a Macro on your replicator takes about an hour of work and requires a link to a more powerful computer with the processing abilities to prepare and compact the programs. If time is not a factor, the GM may allow a character to Ready their Loadout without making checks, but if the character is under a time constraint then Readying each Macro or Program is a Computers dd check. Failure simply means that the Macro isn't successfully readied and the time is wasted. Another immediate attempt is usually allowed. The replicator can hold a number of Macros or Programs equal to its Memory Threshold (MT).  

Spending s, a, t, h and d in Readying Macros

  • Additional s (not including the first) can be used to shorten the time needed to Ready the current Macro.
  • t may be spent to allow the character to choose an additional Macro or Program beyond the Memory Threshold. The chosen ability gains Limited Ammo 1.
  • d and h may be spent to cause the replicator to suffer System Strain at the end of the operation, or trigger other effects from the Macro Threat and Despair table if appropriate.
 

Replicator System Strain

The System Strain of a replicator can be described in many forms. In everyday use, people rarely need to keep track of this, but when used in life-or-death scenarios they must manage their resources carefully, since they cannot spend their own Strain to fuel their abilities as with Magic.

The System Strain Threshold on a replicator works similarly to a character's Strain Threshold in that it can be tapped to fuel Macros. If that limit would be passed, the Macro cannot be used without causing that Macro to Burn Out. Casting a Macro requires an Action and the appropriate replicator suffers +2 System Strain, whether or not the check succeeds. Characters using Macros usually direct the power using hand-gestures or vocal commands recognised by their replicator, and may suffer penalties if these faculties are restricted.  

Burning Out

A replicator's System Strain is a tightly limited resource, and characters might find themselves running out of System Strain in combat. As an alternative to a replicator suffering System Strain to cast abilities, a character may instead 'Burn Out' that ability to cast it one time without spending System Strain. When the character does so, that ability is marked as being on 'Cooldown' and may not be used until Cooldown ends.
It is important to note that this does not unready the ability. Readied Macros and Programs remain readied unless the character equips a new replicator. However, in order to cast an ability, it must be both readied and not on Cooldown.  

Recovering System Strain and Cooldowns

After an Encounter, at the same time that your character would roll to recover personal Strain you may also roll a Computers (-) check. This check receives +d for each Macro the replicator has on Cooldown. Each uncancelled s may be spent to recover 1 System Strain, or restore one Macro from Cooldown.
Whenever the character fully recovers Strain after a long rest, replicators also fully recover their System Strain and all Cooldowns are reset.  

List of Macros

Replicate

All characters in possession of a Replicator are ostensibly able to recreate simple items from household materials.


Activation: Manoeuver (Tech d check) to cast, (Concentration on further turns to maintain), ignore System Strain cost
May create a single item of Rarity 0, Encumbrance 0. The item is created at the beginning of this character's next Turn.

Before making a Replicate check, choose any number of additional effects from the table below:


ModifierEffectCost
Large+1 Encumbrance restriction
May be applied up to 3 times
+b
ValuableItem has a resalable value, such as a pistol or knife.Valuable base elements equal to the value of the item
Complicated+1 Rarity restriction
May be applied up to 5 times
+d
+1 Turn to be completed.
Concentration must be maintained.
 

Sabotage

Concentration

Sabotage is a catch-all Macro that covers the Tech wielder's ability to shut down the critical processes of robotic targets as well as the electronic devices of organic targets.
The character selects one robotic target within Short Range and makes a Tech 2 check. If successful, until the end of the character's next Turn the target receives -d to all checks. If used on an organic, it affects all technology wielded by that character (including weaponry, replicators and even seems to affect Magic Focuses!).
Modifier Effect Cost
Enervate If the target suffers Strain for any reason, they suffer +1 Strain. +d
Range Increase the Range of the ability by one Range band. This modifier may be added multiple times, increasing the Range by one each time. +d
Extra Target The ability affects one additional target within the Range of the ability. Also, after casting this ability you may spend a to affect another additional target within Range (and trigger this multiple times, spending an a each time.) +dd
Twitch Force the target to move slightly but uncontrollably. The target's Defence rating is reduced by a number equal to your Tech skill.
May not be used with the Extra Target modifier.
+dd
Malfunction After the target makes a check, you may change one die face in the pool to any other face on the die.
Expires at the end of the current Encounter.
+dd
Paralyzed Target is staggered for the duration of the Macro.
May not be used with the Extra Target modifier.
+ddd
 

Forcefield

Forcefields reduce incoming damage for your character and their allies.


Activation: Tech d check to cast, (Concentration on further turns to maintain), Self only
Until the end of the this character's next Turn this character receives +1 Soak. They may spend ss to further increase the benefit by 1.

Before making a Forcefield check, choose any number of additional effects from the table below:


ModifierEffectCost
DeflectiveAdd Defence equal to Intellect+dd
Improved AlgorithmSpend s instead of ss to further reduce damage.+dd
RangeThe Forcefield provides its benefits to all creatures (friend and adversary) within Engaged Range instead of self. If a creature within this new Range targets another creature within this Forcefield, the target does not receive its benefits.
This may be used twice, increasing the Range to Short.
+d
 

Active Camoflague

Concentration, Augment

The Active Camoflague routine is an infiltrator's favourite toy. When activated, it instantly cloaks the user with an optical distortion field that renders them nearly invisible.
To use, the wielder makes a Tech 2 check. If successful, until the end of the character's next Turn they receive +d to any visual Stealth or Combat checks they make. The Macro ends if the wielder makes a combat check, unless that check renders it's target incapacitated.
Modifier Effect Cost
Tactical HUD While cloaked, you may always perform the Aim Maneuver without suffering extra Strain.
You may still only perform 2 Maneuvers per Turn.
+d
Assassination Optimisation The wielder may add Damage equal to their ranks in Discipline or Coordination to their Brawl or Melee checks, and their Critical Rating for unarmed attacks becomes 3 if it is not already lower. +dd
Improved Camoflague The caster becomes nearly invisible to the naked eye. Opponents who cannot detect you through alternative means immediately disengage from combat and may not enter Engaged Range with you until they detect you with a Perception vs Stealth check (they may attempt this once per Turn as an Incidental). When an enemy attempts to detect or attack you, they receive +d while this modification is active. +dd
 

Tech Attack

There are several variants of the Tech Attack Macro. Each type of attack has a different quality, with a Damage equal to Intellect + Tech skill + Replicator Damage, no Critical Rating, and may use only specific modifications from the Tech Attack modifications table.

Tech Attack types

Name Quality Tech Attack modifications
Cryo-blast Ensnare Blast, Deadly, Range, Priming, Powerful, Close-Combat, Debilitating
Incinerate Burn Blast, Deadly, Range, Priming, Powerful, Close-Combat, Armour-Melting
Neural Shock Knockdown Blast, Deadly, Range, Priming, Detonating, Close-Combat, Debilitating
Overload Stun Blast, Deadly, Range, Priming, Detonating, Close-Combat, Anti-Robot, Damping
 
Modifier Effect Cost
Blast The attack gains the Blast quality with a rating equal to your character's Intellect. +d
Close Combat May select a target at Engaged Range. +d
Reave The attack has a Critical Rating of 2. The attack also gains the Vicious quality with a rating equal to Cunning. +d
Powerful The attack deals double the character's Intellect to the Damage, in addition to other factors. If the attack has the Blast quality, the range of the Blast is increased to Short Range.
May not be used with the Priming modifier.
+dd
Priming No Wounds or Strain may be inflicted by the base attack, but other qualities provided by modifiers may still be triggered.
May not be used with the Powerful modifier.
-d
Range Increase the Range of the ability by one Range band. This modifier may be added multiple times, increasing the Range by one each time. +d
Anti-Robot If the targeting has the Type: Robotic Talent, each s inflicts +2 Damage instead of normal. If the target has the Type: Cybernetic Talent, inflict Strain equal to Rank. +dd
Armour-Melting The attack gains the Sunder quality which can only be used against the target's currently worn apparel (GM’s discretion as to other items that may be affected, e.g. a shield). +dd
Debilitating If the attack deals damage to an organic target, the target must immediately make a Resilience 3 check or suffer both Wounds and Strain equal to the wielder's Cunning. This counts as poison. +dd
Damping The attack gains the Sunder quality against any electronic items the target is carrying. The attack also gainst the Pierce quality with a rating equal to the wielder's Intellect. +dd
 

List of Programs

Tier One

Tier Two

Tier Three

Tier Four

Tier Five

Ability Requirements


  • Augment: A character may be affected by only one Augment effect at a time. If a new Augment effect is offered, the GM decides which effect is kept.

  • Concentration: Concentrating is a Maneuver that needs to be used every Turn, failure to do this breaks Concentration at the end of this character's Turn. A character may use only one Concentration ability at a time. If a new Concentration ability is used, the previous effect is lost. If the effect that began Concentration required an item (e.g. a wand, staff or replicator) that item must remain equipped. If Concentration is broken, the ability's effects are ended instantly.


Additional suggested Tech expenditure

Not a restrictive list, more of a list of suggestions and to show the relative power levels of a, h, t & d.


CostOptions
h
  • The Replicator short-circuits, and causes the character to suffer +2 Strain or +1 Wound, Player's choice.
  • +b to any further attempts to use Macros until the end of next Turn.
  • Concentration is wavering, suspending any maintained effects until the target makes another Concentration Maneouver.
    If target's Concentration is already wavering, it is broken instead.
hh
  • Until the end of the Encounter, enemies add +b when using a Magic, Tech or Combat Mastery ability targeting this character.
  • Target's Concentration is broken.
hhh
  • The character's replicator is damaged one step.
  • The ability is slightly more powerful than expected, and another character of the GM's choice is affected by the ability as well.
d
  • The character overexerts themselves, and is unable to activate any Macros for the rest of the Encounter.
  • The character overexerts themselves and is unable to activate any Programs for the rest of the Encounter.
  • The GM selects the target of the ability. If the caster is an NPC, the targeted Player chooses who is targeted instead.

Tech-specific penalties

Condition Penalty
Casting a Macro or Program against an organic target wearing no personal technology. +b
Wielding a Macro or Program against a character protected by a magical barrier +b
Circumstances that interfere with electronic devices such as an EMP blast, lightning storm, underwater or (if in Engaged Range with a hostile) casting a power not at a hostile within Engaged Range. Upgrade Difficulty
 

Power XP costs

Modifiers must be purchased separately for each power.


ItemCost
New AbilityNumber of powers in this Skill+1 multiplied by 10

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