Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

FIRST-TIER TECHNOLOGY ABILITIES

Datajack (1 Intellect point) Action

With computer access, you jack in instantly and learn a bit more about something you can see. You get an asset on a task involving that person or object.

Hacker (2 Intellect points) Action

You gain quick access to a desired bit of information in a computer or similar device, or you access one of its primary functions. When you're hacking the impossible, the GM will decide if your hack is reasonable and determine its level of difficulty. For comparison, discovering a normal password when you have direct access to the system is a difficulty 2 task for you.

Machine Interface (2 Intellect points) Enabler

For one minute you gain an asset on tasks to discern the level, function, and activation of technological devices that you touch.

Scramble Machine (2 Intellect points) Action

You render one machine within short range unable to function for one round. Alternatively, you can hinder any action by the machine (or by someone attempting to use the machine) for one minute. Improved robot assistant level 4; health 12; inflicts a moderate wound (4 points)

Tech Skills Enabler

You are trained in two skills in which you are not already trained. Choose two of the following: crafting, computers, identifying, machines, piloting, repairing, or vehicle driving. You can select this ability multiple times. Each time you select it, you must choose two different skills.

Tinker (1 Intellect point) Action

You make a device do something different from its original purpose. For example, a blaster becomes a bomb. A scanner becomes a signal booster for a radio transmitter. A music player becomes a battery for another device. The effective level of the modified device is 1 lower than normal, and the device is rendered unusable (for its original purpose) until repaired.

Action to initiate.

SECOND-TIER TECHNOLOGY ABILITIES

Distant Interface (2 Intellect points) Action

You can activate, deactivate, or control a machine at long range as if you were next to it, even if normally you would have to touch or manually operate it. If you have never interacted with the particular machine before, the task is hindered by two steps. To use this ability, you must understand the function of the machine, it must be your size or smaller, and it can't be connected to another intelligence (or be intelligent itself).

Machine Efficiency (3 Intellect points) Action

You can make a blaster shoot farther, coax more speed from a skycycle, improve the clarity of a camera, jury-rig a light to be brighter, speed up a network connection, and so on. You increase an object's level by 2 for one minute, or you treat the object as an asset that eases an associated task by two steps for one minute (your choice)

Action to initiate.

Overload Machine (3+ Intellect points) Action

Through the robot assistant from your Serv-0 ability, you infuse a powered device of level 3 or lower with more energy than it can handle. If affected, the device is destroyed or disabled for at least one minute, depending on its size and complexity. The GM may rule that the disabling effect lasts until the device is repaired. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to overload a level 5 device (two levels above the normal limit), you must apply two levels of Effort.

Serv-0 Enabler

You build a tiny robot assistant. It is level 1 and cannot take independent actions or leave your immediate area. In truth, it's more an extension of you than a separate being. It gains a modification in using machines and other technological devices.

To use Serv-0 Defender, Serv-0 Repair, Serv-0 Scanner, and similar abilities, you must have a Serv-0 assistant.

Serv-0 Defender Enabler

Your Serv-0 aids you in combat by blocking attacks. It gains a modification in Speed defense.

Serv-0 Repair Enabler

Your Serv-0 aids you in repairing other devices. It gains a modification in repair.

Tool Mastery Enabler

When you have an asset from using a tool, the time required to perform the task is cut in half (minimum one round).

THIRD-TIER TECHNOLOGY ABILITIES

Mechanical Telepathy (3 Intellect points) Action

By touching a thinking machine, you gain access to its surface “thoughts.”

Serv-0 Scanner (2 Intellect points) Enabler

Your Serv-0 gains the Scan ability.

Ship Footing (3 Speed points) Action

For ten minutes, all tasks you attempt while on a spaceship are eased.

Action to initiate.

Shipspeak Action

You can make basic maneuvers from a planetary distance with a starship that you have bonded with using Machine Bond. You can send it to a designated place, call it to you, have it land, allow or deny entrance, and so on, even if you are not on board. Bonding is a process that requires a day of meditation while jacked into the ship.

Spray (2 Speed points) Action

If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as a crank crossbow or submachine gun), you can spray multiple shots around your target to increase the chance of hitting. This ability uses 1d6+1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). You are trained in making this attack. If the attack is successful, it deals 1 less point of damage than normal. You can also use this ability on multiple thrown weapons (stones, shuriken, daggers, and so on) if you‘re carrying them on your person or they are all within reach. An insubstantial creature can't affect or be affected by anything unless indicated otherwise, such as when an attack is made with a special weapon. An insubstantial creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force, keep it at bay.

FOURTH-TIER TECHNOLOGY ABILITIES

Machine Bond Enabler

From very long range, you can activate and control a device (including a robot or vehicle) that you have bonded with. For example, you can detonate a manifest cypher even when it is held by someone else, or cause an automated turret to fire where you direct. Bonding is a process that requires 24 hours of meditation in the presence of the machine.

Robot Fighter Enabler

When fighting a robot or intelligent machine, you are trained in attacks and defense.

Serv-0 Aim Enabler

Your Serv-0 aids you in ranged combat. It gains a modification in ranged attacks.

Serv-0 Brawler Enabler

Your Serv-0 aids you in melee combat. It gains a modification in melee attacks.

Serv-0 Spy (3 Intellect points) Action

You can send your Serv-0 up to a long distance away for up to ten minutes and see and hear through it as though its senses were your own. You direct its movement.

Action to initiate.

FIFTH-TIER TECHNOLOGY ABILITIES

Control Machine (6 Intellect points) Action

You can attempt to control the functions of any machine, intelligent or otherwise, within short range for ten minutes.

Jury-Rig (5 Intellect points) Action

You quickly create an object using what would seem to be entirely inappropriate materials. You can make a bomb out of a tin can and household cleaners, a lockpick out of aluminum foil, or a sword out of broken furniture. The level of the item determines the difficulty of the task, but the appropriateness of the materials eases or hinders it as well. Generally, the object can be no larger than something you can hold in one hand, and it functions once (or, in the case of a weapon or similar item, is essentially useful for one encounter). If you spend at least ten minutes on the task, you can create an item of level 5 or lower. You can't change the nature of the materials involved. For example, you can't take iron rods and make a pile of gold coins or a wicker basket.

Machine Companion Enabler

You create a level 3 animate, intelligent machine that accompanies you and acts as you direct. As a level 3 machine companion, it has a target number of 9 and 9 health, and it inflicts a minor wound (3 points). If it's destroyed, it takes you one month to create a new one.

SIXTH-TIER TECHNOLOGY ABILITIES

Information Gathering (5 Intellect points) Action

You speak telepathically with any or all machines within 1 mile (1.5 km). You can ask one basic question about themselves or anything happening near them and receive a simple answer. For example, while in an area with many machines, you could ask about the location of a specific creature or individual, and if they are within a mile of you, one or more machines will probably provide the answer.

Master Machine (8 Intellect points) Action

You can control the functions of a machine you have bonded with using Machine Bond, intelligent or otherwise. In addition, if you use an action to concentrate on a machine, you are aware of what is going on around it (you see and hear as if you were standing next to it, no matter how far away you are). You must touch the machine to create the bond, but afterward, there is no range limitation. This bond lasts for one week. You can bond with only one machine at a time

Action to initiate.