WS 27 BS 38 S 26 T 28 Ag 36 Int 46(12) Per 41 WP 31 Fel 34 Inf 30
Movement: 3/6/12/24 Wounds: 8+1d5 Armor: 2/2/2/2 (+1 vs Energy Weapons) Insanity 7 Corruption: 5 Fate: 3 (Emperor’s Blessing 8+)
Skills: Awareness, Common Lore (Adeptus Mechanicus), Dodge, Forbidden Lore (Archeotech +10), Inquiry +10, Logic +10, Linguistics (Techna-lingua, Binharic Cant), Scholastic Lore (Bureaucracy, Cryptology, Philosophy), Security +10, Tech-Use +10
Talents: Binary Chatter, Compulsive Behaviour (Choose one), Hacking, Keen Intuition, Mechadendrite Use (Utility, Prehensile Data-spike), Technical Knock, Weapon Training (Solid Projectile), Peer (Administratum, Adeptus Mechanicus +10, Inquisition), Total Recall, Unnatural Intelligence (2),
Traits: Mechanicus Implants,
Gear: Autogun, Monotask Servo-skull (Augury), Tech-priest robes, 2 vials of sacred unguents, heirloom item (see below)
- Autogun Basic range: 100m Shots: S/3/10 Dam: 1d10+3 I Pen: 0 Clip: 30 Reload: Full Wght 5kg
- Prehensile Dataspike Melee Dam 1D5 R Pen 2(+target machine trait) Haywire, Fast, Flexible, Data-thief Attached to a Mechadendrite. Data-Thief – If penetrates the armor of an enemy with the machine trait, it deals temporary 2D10 Intelligence Damage. It may also be used to download data or upload digital virus or scrapcode and grants Hacking attempt as a free action.”
Omnissiah’s Chosen – A forge world character starts with the Technical Knock.
Replace the Weak Flesh – An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).
Nothing Escapes My Sight – In addition to the normal uses of Fate points (see page 293), a Seeker character may spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of degrees of success equal to his Perception Bonus.
Aptitudes: Intelligence, Wounds, Knowledge, Fellowship, Perception, Social, Tech
Career path: Menial? -> Tech Acolyte -> Tech Adept -> Adeptus Tertius -> Adeptus Secundus -> Adeptus Primus -> Tech-priest rank 1 of Ordo Logis: Biocogitatus
Background and role: Adeptus Mechanicus Seeker
XP spent to background: 450 XP
XP left: 2550 XP
Tech priest rank 1: Adeptus Mechanicus Logis Biocogitatus
Logis is a high rank of Tech Priests of the Adeptus Mechanicus. A Logis is an data analyst, survey statistician, and research logistician whose purpose is to oversee cogitator networks, unravel broken STC templates, predict future probabilities and make forecasts about forge world expenditure and needs. Because of their duties they are often regarded as prophetic figures within the lesser ranks of Adeptus Mechanicus.
Ranks of Ordo Logis
- Lexico Arcanus – Highest rank
- Monitor Malevolus
- Biocogitatus – Lowest rank
Home world: Forge world Cyclopea Calixis Sector
Forge worlds are the main armouries and assembly lines of the Imperium. On these densely-populated worlds, citizens toil endlessly to craft machines, weaponry and wonders of STC technology for the realm of the Emperor, their bodies often enhanced with technology so that they might better fulfill their tasks or survive the toxic conditions of the factories. The denizens are likely to have been born to do a specific task, like their parents before them and their children that will come after, focusing their entire lives on a single job. It is a rigid society from which few escape, where the great Machine Cult and Tech-Priest overlords enforce the construction and toil of the teeming billions working below.
Life on a forge world
Forge worlds are a vital part of the Imperium; they are the great factories without which its armies would falter and machinery cease to exist. Because they provide the bulk of its technology, armaments and munitions, forge worlds utilize technology unseen elsewhere in the Imperium.
Around them might be tracked cities that continually move lest their toxic clouds dissolve the walls, or orbital elevators reaching from the surface into the depths of space like skeletal fingers.
The teeming workforce swells with hordes of servitors fashioned from the bodies of lobotomized humans and mechanical parts.
Technology is both embraced and feared within the Imperium, and much of what was once known has been lost. What remains is bound in worship, ritual, and mystery. This is the purview of the Adeptus Mechanicus, the keepers of Imperial technological lore and secrets and overseers of forge worlds. For the Machine Cult, and by extension the Imperium, technology has become a complex path of devotion shrouded in mystery and ritual.
For most citizens, it is frightening and strange, hidden behind odd rites, prayers, and the dire warnings of their preachers. For a forge worlder, technology is more omnipresent but no less revered. He might have greater familiarity and access to technology, but he has just as little true understanding. For him, the metal and plasteel marvels around him are perhaps less strange but no less sacred.
Everyone born on a forge world has his place, often mere cogs in the huge machines that keep its factories running. Some might rise into positions within the Machine Cult, and take on the mantle of Tech-Priest. While others live out their days as mere drones, mastering their trade until they can pass it down to the next generation.
Forge world characters
A forge world is not one, but many, societies pressed together in a carefully constructed system. Characters that hail from a forge world can come from several classes, either overseeing the forges, serving in the armies of the Omnissiah, or toiling on the manufactorum floor. What they all share is exposure to fabulous and terrible technological mysteries, and are often fitted with augmentations only available on a forge world. This makes them favored to become part of the Machine Cult, but also makes them favored with other organizations focused on the use and abuse of technology.
Those who aspire to become Tech-Priests are most likely to originate from forge worlds, where the training they receive can set them on a path within the Mechanicum. From here, they can then serve in any number of capacities, or be sent to aid another Imperial organization, such as the Imperial Guard to maintain tanks and weapons, or the Imperial Navy to oversee a starship’s machine spirit. They can even find a place in the service of an Inquisitor, where their technological expertise can prove invaluable.
Forge worlds also sometimes provide tithed manpower for forces such as the Imperial Guard. Service here is often a worker’s first exposure to open air and sunlight away from the oppressive heat of his manufactorum. Unlike those pressed into service, or those who must suffice with whatever meagre weapons the Imperium can provide, regiments from a forge world might be equipped with weaponry beyond what might be granted to a lesser world. The men making up these ranks often forge the very weapons they carry. Imperial fighting forces always have a use for those raised among the manufactorums and habs of a forge world, their supreme reverence for the machine setting them apart from the countless masses of the Imperium.
Character origin choices?
- Your servitude to the Inquisition is a part of tithe arranged between Adeptus Mechanicus and Ordo Inquisition
- For prospecting a new archeotech you applied yourself to the service of the Inquisition to gain personal access to forbidden and lost technology you seek. Player choice, Gain Peer (Inquisition) talent
- You were caught by Inquisitor Aurora Orlov for cold trade of archeotech and as penance for your transgression you work as a tech advisor for the Ordo Hereticus of Calixis Sector.
Home world: Cyclopea
The system was annexed to the Imperium when Explorator Fleet found an abandoned deathworld encircled by group of STC star fortresses of lost design template. Once a Tech-Priest known only as “The Fabricator” ruled in apostasy over this radiated forge world, what remains are a series of space stations known as the Cyclopean Network. Orbiting a blighted world of radiation, misery and pain, the Network was entirely staffed with Servitors during “The Fabricators” eccentric reign, and it remains a place for silent research. Tech-Priests from all across the Calixis Sector come to learn what secrets its enigmatic ruler left behind when he, allegedly, fled to a distant sector. Characters originating from Cyclopea begin play with training in the Forbidden Lore (Archeotech) Skill and the Talent Binary Chatter.
Character origin choices?
- You were genetically designed to become a tech-priest from the birth
- Your abilities were noticed by tech-priests during a screening related to your Imperial cognomen. Player choice, gain mutation Unnatural Intelligence and 1d5 corruption points.
- When serving as a menial you found an archeotech relic and was raised to Tech Acolyte as a reward.
Role within the Imperium
The Adeptus Mechanicus are the custodians of all Imperial technology. From the red planet of Mars, they maintain a parallel empire that venerates the Emperor in His incarnation of the Omnissiah.
Their beliefs grant technology a mystic power that must be respected and maintained with prayer, ritual, and careful rites. In their worship of the Machine God, the Tech-Priests try to become more like their divine master. Their elders are more machine than man, with even the majority of their brains replaced by cold logic circuitry and whirring cogitators. This is the ultimate ambition of any true devotee of the Machine Cult: to rise through the ranks of the Tech-Priesthood to become a Magos of the order, replete with metal skin and an iron heart.
The Mechanicum is also the keeper of the greatest weapons known to Mankind. Foremost among these are the war engines of the Adeptus Titanicus, the Titan Legions. Towering humanoid battle engines standing as tall as a hab-block and carrying weapons capable of levelling entire hives, Titans are only deployed against the direst of foes. Each is an ancient and sacred piece of technology, venerated as a walking expression of the Omnissiah’s might. The
Mechanicum also controls other deadly weaponry, including virus bombs and vortex torpedoes that can only be fabricated and deployed with its help. To this end, Tech-Priests can be found in all Imperial organisations. Even the otherwise proudly self-sufficient Adeptus Astartes send Battle-Brothers to Mars for training in the secret ways of the machine. These Techmarines then return to their Chapter and use their knowledge to maintain its arsenals.
There is little, if any, innovation or progress within the Imperium; the principles of power systems, weapons, and voidships are all based on designs and patterns often thousands of years old.
This is in part because of the dangers such rampant technological advancement has brought down upon Mankind in the past, when legends tell of thinking machines and terrible planet-killing weapons that wrought havoc upon the galaxy. It is also because of the Adeptus Mechanicus itself. Every major Imperial organisation is oath-bound to the Cult Mechanicus, which closely guards the secrets of technology; even the most powerful of rulers must defer
to the Mechanicum in matters of technology. Tech-Priests rule over worlds, have their own fleets, and even raise their own military forces to protect their manufactorums and research outposts.
Those who serve the Machine Cult are often obsessed with technology, seeing the divine glory of the Omnissiah in every circuit and rivet and treating the operation and care of such devices as a sacred duty. Their very appearance sets them apart; even in an Imperium where cybernetics are not uncommon, their heavily augmented bodies are nearly inhuman. Many even chose to strip
away healthy flesh and replace it with bionics to the point where they no longer see themselves as human, but rather as something that has transcended mortal bonds. Their mental processes are also augmented, with emotional responses edited or removed altogether and leaving many incapable of normal human interactions.
The result is often a contempt for the bulk of Mankind, seen as the wasteful by-product of evolution and an inefficient component in the divine precision of the Machine God. For the most part, the rest of the Imperium is content to allow the Mechanicum its mastery over their technology, raised to accept that the secrets of the machine are for it and it alone, though this does breed an aura of distrust.
Adeptus Mechanicus Characters
From the depths of the Imperium’s greatest cities to the engine rooms of its grand interstellar navy, it is the duty of the Adeptus Mechanicus to preserve and maintain the great technological works of man. Once a Tech-Priest has been trained and taken his oaths to the Omnissiah, he is dispatched to tend to some part of these great works, spending his years intoning the sacred prayers and rituals that keep a machine’s spirit alive and functioning. Some move beyond these simple processes of maintenance, rising in the ranks of the order to take on more responsibility or expertise. Others aid war efforts directly as Enginseers for the Imperial Guard.
They may rule one of the many forge worlds, vital to feeding the Imperium’s insatiable appetite for war machines and other materiel. They could also serve as part of an Explorator Fleet in the holy quest for legendary Standard Template Constructs dating to the pre-Imperial Dark Age of Technology. Equally, they might engage in xenos research on the foes of the Imperium, such as the voracious Tyranids or the brutal Orks. A few might command their own outposts and stations, becoming lords of their own domains and devoting their long lives to the personal pursuit of technological mastery.
Others, such as forge labourers or adept minions, have lesser functions. Most aspire to one day join the TechPriesthood, so that they may better serve the Omnissiah. Rarely, some might reject the Machine God and seek lives elsewhere, but still retain more skills and familiarity with technology than almost anyone else in the Imperium.
Many within the Cult Mechanicus aspire to become as close to the Machine God as possible, slowly enhancing their bodies with mechanical components until they are more metal than flesh. This can make them devoid of emotion, as they embrace the cold logic of the Machine God they serve, and sometimes put them at odds with others around them. Just as it relies on psykers,
the Imperium could not function without the presence of the Adeptus Mechanicus, and whether its citizens favour a servant of the Omnissiah or merely tolerate him, they could not survive without his knowledge and skills.
For an Inquisitor to eliminate Mankind’s enemies, he must first find them. A Seeker has a talent for the chase, which give him an edge in these investigations. He can root out the truth behind a
secret or uncover the hidden nature of things with skill. A seasoned hunter, he is adept at gauging the strengths and weaknesses of his prey, learning how they think, how they operate, and how best to run them to ground. In all manner of environments, from the spires of a crumbling hive city to an ancient orbital installation, there are few places, if any, his quarry can hide. It is in the nature of the Seeker to adapt and evolve to counter the obstacles in his path, and in this function he makes an excellent guide and scout, sensing the best means of crossing hazardous terrain or finding what the Acolytes seek in an alien environment. Often the Seeker
will lead his warband through these darkened places, the lives of his peers resting on his instincts and sense of his surroundings.
The Seeker is always aware of his surroundings. He is often the first to find foes and foil ambushes, spotting danger where others see only their mundane surroundings, or making an intuitive leap about the nature of his prey and anticipating an attack. In the wild, this translates into the role of hunter, tracker, and guide, while in urban sprawls the Seeker becomes a detective, investigator, and questor. As the Inquisition deals with investigating possible threats
and tracking down wanted enemies, a Seeker’s thirst for the hunt and his knack for uncovering the truth makes him a valued part in any Inquisitor’s work. Many an Inquisitor has grown in influence and power due to the efforts of his Seeker.
It is this driving force that can be as much a boon as a curse for a Seeker, and the same obsession that propels him forward can be the same one which keeps him investigating areas he
is unprepared to face. In the darkness of the galaxy, there are uncounted horrors lurking between the stars, in the depths of cold, desolate worlds, and among ancient, forgotten ruins. Many of these lonely domains are places man was never meant to tread, hiding things which have lingered in suspension from aeons long past and vanished from memory. Sensible citizens heed well the teachings of the Emperor and leave such places to the past, turning their minds from wondering what lies beyond the safety of their world. Not so for the Seeker. Once he has taken up a trail, he follows it to its conclusion, the dual nature of his gifts seeking out the truth but also leading him into danger. Those that survive such encounters can come to Inquisitorial notice, and join others with souls strong enough to face such threats.
Once part of such a warband, he can be brought to bear against heresies, xenos infestations, and other dangers, but his searches can drift from desired directions. No mystery is so simple as to end with a single resolution, and often the investigation of one heresy uncovers other threats to Mankind. Maintaining proper focus becomes essential, and his fellow Acolytes may have to restrain a Seeker from moving to a new mystery before their current operation is complete. Seekers rarely abide secrets, and as many Acolytes have unsavoury pasts, a Seeker can cause friction unless his natural tendencies are curbed.
Where there are criminals, apostates or heretics there are those tasked with catching them and bringing them to justice. Whether a Seeker is a hive world hab-block Enforcer or the head huntsman on a feral world, he forms a key part of Imperial society. Highborn Seekers, though some in their social class might frown on their activities, can work their way into positions of power, where they can best use their talents and indulge in their obsessions. As overseers and overlords of hive levels or even entire worlds, they can direct the Enforcers under their command to root out enemies and maintain desired order. More baseborn Seekers on these developed planets take a more frontline position and walk the habways or conduct investigations, moving among the people as Enforcers. In these instances and more, a Seeker who excels at his job may gain the personal interest of an Inquisitor. This could be by displaying a near-unnatural sense about an investigation where his peers have come up short, or because of a powerful knowledge andunderstanding of the criminal mind that no institution can teach.
Seekers on more sparsely-populated areas such as feral planets or void installations have fewer resources to call upon, and must make do with whatever their environment has to offer. This makes them hardy and resourceful, often calling on superior knowledge of hostile environments to entrap or bring down their prey. These kinds of Seekers are also often adept at survival, having to live for long periods away from any comforts while hunting prey along their world’s fringes.
Others have acted as explorers, serving in Rogue Trader vessels or Mechanicum Explorator fleets, often barely escaping with their lives after uncovering secrets for which their masters were ill-prepared. Some acted as scouts in the Imperial Guard, or witch-trackers in the Adeptus Astra Telepathica. In all cases they act as Seekers, ceaselessly investigating, searching, and tracking their targets, never stopping until their prey is brought down.
Your brain and nervous system were reprogrammed with meme virus to it’s full potential. To your sensory organ, there is no worse sound than the shredding of data-print. It always marks a desecration of one sort or another, be it a priceless work lost or a savant destroying his own flawed labours in disgust. You know this because the murmuring of data-serfs, clicking of lexmachinery, and scent of printer ink and dust of an data-vault have been a part of your life for as much as you can recall. Apprentices are brought young into the Adept’s trade, for there is much to learn and the human life-span holds little time to learn it in. Apprentices sit in attendance at meeting after meeting between elder mechanicus, bathed in the exchange of knowledge until they know how to learn and the correct knowledge has been drilled into them. Most promising of them were injected with meme-virus which rearranges their brain to inhuman level. All the galaxy is packed with knowledge, and even the smallest drop of it would fill the minds of a world of savants to bursting. Yet you derive much comfort from memorizing—even though you could never personally know more than a miniscule fraction of all there is to know.
Ancient technology, known as “archeotech,” has always fascinated you ever since you first laid eyes on a piece of some hallowed, mysterious relic. You wondered why the people that made it no longer can, and you are determined to find more. You an an Seeker of the Mechanicus, for whom finding such items has become a holy quest. However, whether you travel to the dig sites of Mechanicus Explorators, manage to gain a wealthy patron to sponsor a dig of for you or gain access to them through other means, you know that eventually more will be unearthed. You scour auction houses and deal with the great Commercias of Noble Houses in an effort to buy, trade, or even steal the objects of your quest. Your knowledge of such devices is as great
as your desire to find more.
Effect: Gain +3 Perception. In addition, gain one randomly determined item from Table 1-2: Heirloom Items, on page 30 of the ROGUE TRADER Core Rulebook as your first archeotech item. Also, gain Forbidden Lore (Archeotech) (Int) as a Trained Skill.
Lost Worlds: Radiated Planet
The universe is a mysterious place full of darkness and danger. There are forces at work that are beyond logic and comprehension and occasionally a whole world can be driven to the radioactive inferno while one is pursuing the answer not meant to know. You were part of an expedition that discovered eye in the rad-storm and traveled to depths of Cyclopea. You brought back the treasures and secrets of this world, which you re-claimed in the name of the Omnissiah . There are mysteries still to be unearthed upon your homeworld, and it could be that the planet harbours something dark.
Effect: Gain +3 Willpower and a single Exploration skill of your choice as a Trained Skill. However, travelling to this lost world is an unnerving experience. Gain +1d5 Insanity Points.
It’s up to the player and the GM to work out the details of this lost world and determine what it contains.
- You discovered a petrified cogitator of ancient origin which could be traced to the system of an ancient archeotech .
- You found an ancient cybernetic augmentation which, when installed will bring you closer to the mysteries of the Machine God. Player choice. Gain Prehensile Data-spike Mechanicus talent and 1d5 insanity points.
- You were able to resist the lure of the secrets from from the Dark Age of Technology.
The Mars is undying and uncaring, and every day countless billions toil and strive and die unknown, nameless, unremarked, and unthanked. But there are a rare few whose names echo through eternity in glory: Fabricator Locum Kane, Explorator Laszlo, Belisarius Cawl, Arkham Land… And it is amongst their company you will one day be counted, or such is your most fervent desire. You have grand vision and the burning desire to make it real.
Through your actions and victories, you will ensure that your name will be spoken on the voice-synthesizers of Mars yet to be augmented in the millennia ahead. You will gather the best and brightest to your banner, secure the allegiance of Imperial potentates, and then achieve such great deeds that those who come after you will one day bow down to statues cast in your image.
Effect: You gain the Peer (choose one) Talent.
Tech-Adepts are equipped with interface systems which connect them to the outside world, to the systems of their Forge World or ship, and ultimately, to the Omnissiah. These interfaces include such things as high-speed auditory vox-channels, binaric fields, tight-beam coders, MIU interfaces to noosphere, data tethers, wireless frequency networks and aethyrnet links. When the disagreements and arguments between Tech-Adepts descend into outright combat, the battles are not just on the physical plane (and, in the case of the machina-mentors, on the aetheric plane) but also across these technological interfaces as the adepts attempt to hack into one another’s systems and either take control of, or shut down, their opponent’s internal systems.
The vast majority of bionics issued to characters such as Imperial Guardsmen, Rogue Traders and even Inquisitors are not susceptible to this form of attack as they have no interfaces to the outside world. However, servitors and other characters who can be controlled from a distance (such as individuals augmented with cortex implants, arco-flagellants, servo-skulls and cyber-mastiffs) can be attacked in this way as the MIU links, vox-pickups or comm-interfaces that allow their master to control them also act as conduits through which a determined attacker can hack.
A Tech-Adept character can spend actions attempting to hack into the systems of an opposing Tech-Adept, servitor or character with machine trait as long as the target is within 25+Perception bonus yards and in line-of-sight. As with shooting, close combat and psychic powers, a test is required to successfully hack an opponent’s systems.
- The basic percentage chance of a successful hack is based upon the character’s Tech-use skill test which is opposed by targets Tech-use skill test.
- This chance is modified by the difficulty rating of the hack as listed below.
- If a Tech-Adept fails a hacking test, the feedback is likely to damage his cranial circuitry. For every DoF that an adept fails a hacking test by, he loses temporarily D10 from his Intelligence characteristic. Gained back 1 per day or by system reboot (Unconsious for an Int bonus amount of hours).
The character who is the target of the hacking attempt is unlikely to be defenseless when it comes to this form of attack and will be protected by all manner of encryption systems, intrusion countermeasure electronics, security lock-outs and data-seals.
- The target character may attempt to defeat the hacking attempt by resisting opposed tech-use test.
- The amount he passes the test by is a negative modifier to the attacking Tech-Adept’s hacking test.
- The target character’s defenses will however be weakened by the hacking attempt; and should he fail his Intelligence test he will lose temporarily D10 from his Intelligence characteristic for every full DoF the test was failed by.
System Paralysis – Difficulty of assailants Tech-use test: -20 The Tech-Adept attempts to access systems such as the target’s power source or respiratory system with the intention of temporarily shutting them down and thus rendering the target helpless. The target is stunned for one turn, +1 turn for every DoS, that the hacking test is passed by. The target may spend actions attempting to restart the disabled systems at the start of each turn and will succeed in restoring full functionality if he can pass a Tech-use test with difficulty equal to attackers DoS.
System Overload – Difficulty of assailants Tech-use test: -10 The adept attempts to cause as much damage to the target as possible by burning out power relays, overloading data channels or shredding neural links. The target gains 1d5 wounds that bypass armor for every DoS of attackers Tech-use test. This damage can be repaired using the normal rules for wound recovery.
Shut-down System – Difficulty of assailants Tech-use test: -20 The adept attempts to shut-down specific systems within the target’s body; for example disabling mechadendrites, shutting off stimm injectors or crippling bionic legs. The precise effect may need to be determined by the GM but in general the system effected is unusable for one turn for every 10%, or part thereof, that the hacking test is failed by. If the system is a life-critical one, such as a bionic respiratory system, then the effect is the same as the System Paralysis hack above. The target may spend actions attempting to restart the affected system, and will need to pass a Sagacity test to be successful.
Dominate – Difficulty of attackers Tech-use test: -40 The adept attempts to breach the target’s control systems and take control himself. The target counts as being on the same side as the Tech-Adept for one turn for every 10%, or part thereof, that the hacking test is passed by. However, the control is not complete and the target deducts 1 from his Speed and has an additional -25% from any rolls required to perform actions whilst under the adept’s control. The target may attempt to re-establish control over his systems at the start of every subsequent turn and will succeed if he can pass a Sagacity test.
Where the target is a servitor-type character controlled by an opposing Tech-Adept, he may make a Intelligence test to attempt to disrupt the attempt to hack into his servitor’s systems as long as he is within 15 yards and line-of-sight of the servitor.
- If successful, he can use his Intelligence to fight off the hacking attempt rather than the servitor’s.
- If the target of the attack has no Intelligence characteristics, a servo-skull or cyber-mastiff for example, then use a standard value of 15 when resolving this form of attack.
- No Tech-Adept would go so far as to disable his interface systems in order to make himself immune to this form of assault; to do so would cut-off him from the Omnissiah and severely hamper his ability to interface with technology – a Tech-Adept who does try this will lose any bonus to interacting with technology due to his augmentations, and suffer a-10% penalty on top as his technological ‘senses’ are inoperative.
- In addition to using these remote interface systems to hack the systems of an opposing character, a Tech-Adept will be able to remotely access any technology that has a compatible interface. If the GM declares that the systems are compatible, then the Tech-Adept does not have to move into base to base contact with the machine in order to access it’s systems, but can do so as long as it is within 25 yards and in line-of-sight.
There are two ways in which these rules can be used; either you can assume that all Tech-Adepts are capable of employing the above forms of attack and their proficiency with them is denoted by their Intelligence; or a Tech-Adept may be capable of some, all, or none of these attacks, and any he is capable of performing are listed in his profile in much the same way as psychic powers. Which way you choose is entirely up to you, your GM and the rest of your gaming group