New skills, talents and traits

 

Mechanicus only:

Skill: LOGIS PROPHESYING
Advanced, Intelligence
This skill encompasses the ability to analyze all of the past
and present information available for a given situation, in
order to be able to find the most probable future outcome.
This method of techno-divination has many forms, from data
stack analysis, to neural pathway insight, and even systematic
binary omens. The use of this skill allows one to focus so
perfectly on the past and current events centering on a specific
person, place, or thing, that the user can then predict the
next logical step or event that object will experience. While
the user is able to extract the most probable future outcome,
that is by no means the outcome that will happen. The roles
of outside influences, no matter how minute, can lead to
outcomes that the user of this skill can not even hypothesize.
To use this Skill, the GM assigns a Test Difficulty depending
on the outcome the character is trying to discern; Table
2–5: Logis Prophesying Examples gives guidance on the
Difficulty to be assigned on the Test. The more information
the character has about the object or person, the easier the
Skill Test becomes. As a rough guide, a Success with this
Skill allows the user to know the most probable outcome
or location, with each additional Degree of Success either
offering the next step in the chain of events for the object or
the next most probable location.
This skill costs 300 xp and is available to Tech-Priests at
Rank 4 and above. The Logis Prophesying +10 for this Skill
is available to Tech-Priests at Rank 7.

Test Difficulty Example

Easy (+30) Determining the location of a Servitor drone on the following day after studying its schedule for several weeks; picking the system a transport visits next based on reviewing passenger manifests of the last year.

(Ordinary (+10) Discerning the whereabouts of a labourer after reviewing the last several days of his work schedule; determining the details of a hive noble’s meal next week based on his dining habits of the last month.

Difficult (-10) Predicting the tavern a local merchant will go for his drinks three nights hence after examining the last several days of store receipts; foretelling the weapon a heretic uses in his next combat through analysis of what gambling dens he frequents.

Very hard (-30) Anticipating a Spook-addled scum’s next supplier with only fragmented vid-captures of his dress style; predicting a cult’s new meeting location based on waste debris patterns along hab walkways.

Talent: LUMINEN BARRIER
Prerequisites: Luminen Shield, Electoo Inductors,
Potentia Coil.
Much like the celebrated Electro-Priests, the Acolyte can draw
upon all of his power to create a shimmering barrier of pure
energy, one capable of deflecting any attack. As a Full Action,
the player can activate a Luminen Barrier which remains active
for a number of Rounds equal to the Acolyte’s base Willpower
Bonus. The barrier has a Rating equal to the Acolyte’s base
Willpower Characteristic. As long as the barrier is active, the
Acolyte can attempt to stop incoming Ranged and Melee
attacks by rolling a 1d100 and comparing it to the barrier’s
Rating. If the roll is equal to or under the Rating, the attack
is stopped completely. If the roll is over the Rating, the attack
penetrates the barrier and causes Damage as normal. This roll
is made before reductions for Armour and Toughness Bonus.
If the 1d100 roll ever results in a 01-05, the barrier stops the
attack, but is overloaded in the process. It instantly collapses,
and the Acolyte must pass a Challenging (+0) Toughness
Test or gain 1 level of Fatigue. An Acolyte can use Luminen
Barrier a number of times equal to his Willpower Bonus every
24 hours; however, upon the second activation of the ability
within 24 hours, and upon each subsequent activation in that
time, he gains 1 level of Fatigue.
Luminen Barrier is available to Tech-Priests Rank 6
(Technomancer or Mech-Deacon) and above and costs 400 xp.

LUMINEN FLARE
Prerequisites: Luminen Blast, Electoo Inductors,
Potentia Coil.
The Acolyte has mastered the ability to channel his will
through the Potentia Coil into a powerful blast of energy
that brings the fury of the Omnissiah to all who might stand
in his path. On a successful Ballistic Skill Test, he may direct
this energy at a single target within 20 metres The attack
deals 1d10 plus his Willpower Bonus in Energy Damage,
and has the Blast (X) Quality, where X equals the Acolyte’s
Willpower Bonus. This counts as a Half Action, and each time
the Acolyte uses this Talent, he must first pass a Challenging
(+0) Toughness Test or gain a level of Fatigue.
Luminen Flare is available to Tech-Priests Rank 5 (Tech-
Priest) and above and costs 300 xp.
LUMINEN SHIELD
Prerequisites: Electoo Inductors, Potentia Coil.
Focusing his energy in all directions at once, the Acolyte is
capable of creating a hazy field of static, strong enough to
turn aside incoming blows and stop weapons fire in its tracks.
As a Full Action, he may activate a Luminen Shield which
remains active for a number of Rounds equal to the Acolyte’s
base Willpower Bonus. The shield has a rating equal to the
half the Acolyte’s Willpower Characteristic, rounded up (e.g.
an Acolyte with a Willpower of 43 would have a Luminen
Shield with a Rating of 22). As long as the shield is active,
the Acolyte may attempt to stop incoming Ranged and Melee
attacks by rolling a 1d100 and comparing it to the shield’s
Rating. If the roll is equal to or under the Rating, the attack
is stopped completely. If the roll is over the Rating, the
attack penetrates the shield and causes Damage as normal.
This roll is made before reductions for Toughness/Armour.
If the 1d100 roll ever results in a 01-04, the shield stops the
attack, but is overloaded in the process. It instantly collapses,
and the Acolyte must pass a Challenging (+0) Toughness
Test or gain 1 level of Fatigue. An Acolyte can use Luminen
Shield a number of times equal to his Willpower Bonus every
24 hours; however, upon the second activation of the ability
within 24 hours, and upon each subsequent activation in that
time, he gains 1 level of Fatigue.
Luminen Shield is available to Tech-Priests Rank 4
(Enginseer) and above and costs 200 xp.
LUMINEN SURGE
Prerequisites: Luminen Shock, Electoo Inductors,
Potentia Coil.
The Acolyte is able to channel even more power through his
hands, sheathing them in a glowing torrent of power that can
rend armour and bone alike. He must touch his enemy for this
ability to work. In combat, he must either make a successful
Challenging (+0) Weapon Skill Test or be Grappling to
deliver the blast. Each Luminen Surge deals 2d10+3 points of
Energy Damage. This counts as a Half Action, and each time
the Acolyte uses this Talent, he must pass a Challenging
(+0) Toughness Test or gain a level of Fatigue.
Luminen Surge is available to Tech-Priests Rank 4
(Enginseer) and above and costs 200 xp.
THE FLESH IS WEAK (X)
Prerequisites: None.
The Acolyte’s body has undergone significant bionic
replacement, to the point that he is far more machine than
man. This Talent grants the character the Machine Trait (see
page 330, DARK HERESY Core Rulebook) with Armour Points
equal to the number of times this Talent is taken. The Acolyte
may purchase this Talent multiple times, in accordance with his
Career Path. In this case, note the number of times this Talent
has been taken (e.g. The Flesh is Weak [3]).
The Flesh is Weak is available to Tech-Priests at Rank 2,
Rank 4, Rank 6, and Rank 8. It costs 100 xp at Ranks 2 and
4, 200 xp at Rank 6, and 300 xp at Rank 8.