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The Study of Technology

    Technology was once the center of Alacrian life, and continues to be a massive influence in a world that now seeks to reclaim the Ancient Ones' power. Amongst adventurers, this Study tends to be applied to gadgetry that can directly fill practical needs both on and off the battlefield. Those who specialize in Technology require a large share of their party's coin in order to reach their full potential, but will be able to challenge even arcanists in raw power. Meanwhile, taking even just a few tiers can greatly expand any adventurer's equipment options.

    This Study interacts heavily with other rules; see Devices for the technological devices much of this Study concerns itself with.

    All Technology Abilities and Backgrounds share a common theme: the use of various devices to gain an edge in the adventuring life. Ever since the Alacrian Golden Age, a friendly rivalry has always existed between technologists and arcanists. In contrast to the esoteric, internal, and sometimes philosophical means of unlocking arcane power, the world of the technologist is hard and logical. It is a world of physics and science, where one can only advance via greater knowledge, experience, and creativity. An arcanist's Abilities are products of their own thoughts, and very personal; the technologist's Abilities interact with a long legacy of prior gadgetry and innovation, a legacy they may hope to enrich for future generations.

    Though the applications of this Study vary greatly between Backgrounds, all of its students share a large degree of versatility. The drawbacks, of course, are obvious: this is a Study dealing entirely in the use of various sophisticated possessions, and as such a technologist is vulnerable if caught without them or appropriately countered.

Computer Use     Any Technology Ability that is Datamancer-favored is sufficient to allow you and your party to use any Alacrian computer for its intended function, or for the functions allowed by that Ability. You do not need to know the Alacrian language; you know how to switch computer interfaces into archaic Concordic.
Basic Tech Kit     Some Technology Abilities require a basic tech kit. This kit contains everything you need to use the Abilities you have chosen, and can be replaced at infra cost in any city. Tech kits weigh 10 pounds and take up 2 carry slots. The weight and bulk does not increase; as you gain more Abilities, you also streamline your kit.
Technology Backgrounds     Most Technology Backgrounds consist of various specialized pursuits highly popular with adventurers, but entailing a large amount of prior study. The last Background is a more practical option for the technological dabbler - someone who simply wants fewer restrictions on their equipment or options.
Corallurgist (Costs 8 LP, requires 6 bINT)
    You have spent several years studying corallurgy - the ancient art of organic manipulation created by the Deep Therbolgites and later enhanced with adamant by the Alacris. Perhaps you studied in a formal setting, such as the legendary Elixir Academy of Zoconan, or maybe you learned informally like many other distinguished "hedgedoctors" of rural Lur-Asko. Some corallurgists specialize in the use and production of organic devices, much like the biotechnical equivalent of an engineer or technothurge. Others are drawn to the harvesting of Lur-Asko's elixir plants. Many combine these disciplines to become powerful healers, rivaling even Medic arcanists in their ability to help the sick and injured. And although Lur-Asko's poison plants are not coral-derived, corallurgists are often trained in their harvest and treatment as well.
    Corallurgists gain the Technology Competence - Corallurgy Ability as an extra benefit at 1st tier. You receive 1 extra tier in Lore upon gaining 4 base tiers in Technology.
    Suggested Abilities: Device Creation, Field Elixir Production, Advanced Injection
Datamancer (Costs 8 LP, requires 6 bINT)
    You have spent several years being educated on the computers of the Alacris. As nearly every part of Alacrian civilization was automated to some degree, this was quite complicated. Some of your kind find work in elven cities restoring computation to the modern world, but adventurers find you just as vital for avoiding unnecessary dangers and setbacks in ancient ruins. The degree to which programming knowledge can be applied in Alacrian ruins is endless, and the feats of technology controlled by computer can appear like magic to those without your knowledge. Outside of ancient facilities, your kind is also valued on board ships and airships, where you can maintain certain advanced components involving Alacrian computers.
    Datamancers gain the Computer Lore Ability as an extra benefit at 1st tier. You receive 1 extra tier in either Lore or Vehicles upon gaining 4 base tiers in Technology.
    Suggested Abilities: Computer Hacking, Computer Searches, Technology Competence - Diagnostics
Engineer (Costs 8 LP, requires 6 bINT)
    You specialize in the "conventional" physics of the world - normal elements and chemicals, not the esotericism of adamant or dragon relics. Perhaps you spent several years in training and experimentation with mechanical devices, or perhaps it was in the larger-scale construction (or destruction) of buildings. Your expertise is not quite as specific to the adventuring profession as some other Backgrounds, and may have even come from guild or military employment. Still, your skills will prove quite valuable; adventurers are often faced with obstacles that can only be simply overcome by a large quantity of explosives, and attempting to do so without engineering knowledge can cause devastating collateral damage. You might also apply your skills to repairing the party's vehicles, maintaining a variety of personal devices, or deploying the perfect chemistry grenade for the moment. Sometimes, in the bizarre world of Lur-Asko, it's your down-to-earth solutions that might be the least expected.
    Engineers gain a favored Ability of your choice as an extra benefit at 1st tier. You receive 1 extra tier in either Lore or Vehicles upon gaining 4 base tiers in Technology.
    Suggested Abilities: Precise Demolition, Repair Competency, Technology Competence - Mechanical Necromancer (Costs 8 LP, requires 6 bINT)
    Necromancy is derived from a Draconic word literally translated “working with the dead.” As a specialist with several years of study in this field, you are part of a proud legacy of managing Alacrian technologicals - robotic battle minions. Because of the uniqueness of these entities' war-brains, necromancy was separate from normal Alacrian computer science. The applications to the adventuring lifestyle are obvious: not only can adventurers gain a lot of utility out of expendable war machines, but adventuring is simply the best way to run into them. Be warned, your kind has a bad reputation; for one, many of these “techs” have a very morbid appearance, particularly the corpse-dwelling reanimators. There is also a perception that Necromancers bind techs because they are too evil to gain living followers. Either you’ll live up to these rumors, or you’ll show the masses that you and your terrifying mechanical hordes are merely misunderstood.
    Necromancers gain the Tech Binding Ability as an extra benefit at 1st tier. You receive 1 extra tier in Lore upon gaining 4 base tiers in Technology.
    Suggested Abilities: Repair Competency, Binding Lore - Reanimators, Hordemastery
Technothurge (Costs 8 LP, requires 6 bINT)
    You are trained in the studies of adamant - the exotic form of living matter that enabled the greatest Alacrian technological achievements - as well as its derivative crystallurgy. Rather than the innate and often-unsettling connection of an arcanist, you deal with "moonstone" according to an ancient legacy of procedures, technical manuals, and strange micro-symbolic electron-chants. Your exact capabilities will vary with your chosen specialties and how much equipment you can carry, but eventually you will be able to adapt to many tasks by simply taking along different devices. Although arcanists generally surpass technothurges in capability, you will likely beat them in endurance, as a power supply can be reloaded more quickly than a mind can rest.
    Technothurges gain a favored Technology Competence Ability of your choice as an extra benefit at 1st tier. You receive 1 extra tier in Lore upon gaining 4 base tiers in Technology.
    Suggested Abilities: Technology Competence - Adamantology, Device Creation, Device Rescaling
Technician     Some adventurers never spend the long seasons of study required to fully understand the ins and outs of a certain field of technology. Yet it cannot be denied that their practical approach and experience can be extremely useful. Such general dabblers are often termed technicians, and their chosen capabilities range across all the domains of the other Backgrounds. The favored path for any individual who doesn't intend to devote their main efforts to technology, technicians often pursue their art to supplement greater Abilities in other Studies. Without a deeper and more theoretical education, you will never reach the elite achievements of the other Backgrounds, but you are far more versatile at lower tiers. 
    Technicians are unrestricted by favoredness, but have a tier cap of 3.
    Suggested Abilities: Repair Competency, Technology Competence - Adamantology, Computer Searches
Elite Backgrounds: Hellpriest, Seraph Changing Backgrounds     All non-Technician Backgrounds can change to one another. This costs 6 LP the first time, 15 LP if done again, and is impossible to do a third time.
    Technicians can be educated into another Background by paying the full LP cost. All other Backgrounds can switch to Technician for a cost of 1 LP, though for obvious reasons this is seldom beneficial.
    If a Seraph loses their Background due to leaving Red Draconic philosophy, they may (and must) immediately change to another Background. However, until they pay the LP cost that such a change would normally incur, all their technology competencies obtained from Technology Abilities are reduced by 2 degrees. The same rules apply to Hellpriests leaving White Draconic.
Backgrounds & Training     Technicians may receive training from any Background. All other Technology Backgrounds may receive training only from others of the same Background.
    All Technology Backgrounds can find training in cities.
Ability Favoredness Chart
Ability Corallurgist Datamancer Engineer Necromancer Technothurge Seraph
Adamant Will ✓
Advanced Hordemastery ✓
Advanced Injection ✓
Augmented Intelligence ✓
Binding Lore - Amalgamators ✓
Binding Lore - Constructs ✓
Binding Lore - Reanimators ✓
Computer Hacking ✓
Computer Lore ✓
Computer Searches ✓
Demolition Charges ✓
Device Affinity ✓ ✓ ✓ ✓
Device Creation ✓ ✓ ✓ ✓
Device Rescaling ✓ ✓ ✓ ✓
Efficient Demolition ✓
Elbow Grease ✓
Elixir Transmutation ✓
Field Elixir Production ✓
Field Poison Production ✓
Hordemastery ✓
Insightful Hacking ✓
Lockpicking ✓
Neural Net ✓
Nose for Science ✓ ✓
Poisoned Weapon Proficiency ✓
Precise Demolition ✓
Quantum Mind ✓
Repair Competency ✓ ✓
Repurposed Ordnance ✓
Reviving Injection ✓
Simple Devotion ✓
Tech Binding ✓
Tech Programming ✓
Technical Quick Draw ✓ ✓ ✓ ✓ ✓ ✓
Technology Competence - Acoluthics ✓
Technology Competence - Adamantology ✓
Technology Competence - Chemistry ✓ ✓
Technology Competence - Corallurgy ✓
Technology Competence - Crystallurgy ✓
Technology Competence - Diagnostics ✓ ✓ ✓ ✓ ✓
Technology Competence - Mechanical ✓ ✓
Translation Programs ✓
Technology Abilities Adamant Will     Technothurge-favored
    This Ability allows you to count your bINT as 2 higher for the purpose of the progression effects of Technology Competence - Adamantology and Technology Competence - Crystallurgy, provided your bWILL is at least 2 higher than your bINT.
Progression
    Normal: For every 8 tiers, the effect on bINT is raised by 1. The total effect cannot exceed the amount by which your bWILL exceeds your bINT.
    Emphasized: As Normal, but every 4 tiers.
    This Ability cannot be maximized. Advanced Hordemastery     Necromancer-favored
    This Ability raises the allowed binding difficulty for techs discounted by the Hordemastery Ability. Instead of 1, the binding difficulty may be up to 50% of what would normally be allowed by your Binding Lore Abilities for a non-discounted tech.
    When you obtain this Ability, you must choose one category of tech for it to apply to (Constructs, Reanimators, or Amalgamators).
Progression
    Normal: For every 10 tiers, you may apply this Ability to another category of tech.
    Emphasized: As Normal, but every 5 tiers.
    This Ability cannot be maximized. Advanced Injection     Corallurgist-favored
    Unlike other devices, the Corallurgist's Injector requires additional medical training to access its advanced device effects. When you obtain this Ability, associate it with one of the below types of elixir usable in the Corallurgist's Injector. An advanced device of that type has the following effects based on your excess degrees of Corallurgy competence:
    Minor Healing: Accelerated healing - Heals 5 more damage.per excess degree.
    Minor Sedating: Temperature resistance - Lasts for 4 more hours per excess degree.
    Major Sedating: Energy dampening - Creates 5 more shielding points per excess degree.
    Minor Purging: Lasting resistance - Duration increased by 15 minutes per excess degree.
    Major Purging: Targeted antidote - Resistance duration increased by 1 round per excess degree.
    Major Curing: Accelerated curing - Easing increased by 1 per 2 excess degrees.
Progression
    Normal: For every 10 tiers, you may associate this Ability with another elixir type.
    Emphasized: As Normal, but every 5 tiers.
    Maximized: As Normal, but every 3 tiers.
Augmented Intelligence     Datamancer-favored
    This Ability allows you to spend 2,000 coins in a major city in order to outfit your basic tech kit with various small computers, reference drives, and useful programs. This gives you access to one of the following options whenever you have your basic tech kit, which must be chosen when you obtain this Ability:
    1. You may take 4 strain to apply a reactive +TN to any General Knowledge roll. The amount of the +TN is equal to your degree of Diagnostics technology competence.
    2. As above, but applied to the INT roll for Computer Hacking.
    3. As above, but applied to the INT roll for Dangerous Listener (Appeal).
    4. You contribute 50% more points from any successful roll during any full-strain search.
    5. Via digital storage, your basic tech kit now doubles as your book bag (see Study of Lore), saving weight and slots.
    6. Your strain factor is increased by 1, provided you have had access to your basic tech kit during a 4-hour rest in the last 24 hours.
    If your basic tech kit is lost, you must re-spend the 2,000 coins to outfit a new one to work with this Ability.
Progression
    Normal: For every 6 tiers, you may choose another option. The option to raise strain factor can be chosen multiple times.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Binding Lore - Amalgamators     Necromancer-favored
    This Ability allows you to use Tech Binding on techs with a binding difficulty greater than 1. The maximum binding difficulty is 2 (before progression). This Ability is only effective on techs of the Amalgamator category.
Progression
    Normal: The maximum binding difficulty is increased by 1/4 your tier.
    Emphasized: The maximum binding difficulty is increased by 1/2 your tier.
    Maximized: The maximum binding difficulty is increased by 3/4 your tier.
Binding Lore - Constructs     Necromancer-favored
    This Ability allows you to use Tech Binding on techs with a binding difficulty greater than 1. The maximum binding difficulty is 2 (before progression). This Ability is only effective on techs of the Construct category.
Progression
    Normal: The maximum binding difficulty is increased by 1/4 your tier.
    Emphasized: The maximum binding difficulty is increased by 1/2 your tier.
    Maximized: The maximum binding difficulty is increased by 3/4 your tier.
Binding Lore - Reanimators     Necromancer-favored
    This Ability allows you to use Tech Binding on techs with a binding difficulty greater than 1. The maximum binding difficulty is 2 (before progression). This Ability is only effective on techs of the Reanimator category.
Progression
    Normal: The maximum binding difficulty is increased by 1/4 your tier.
    Emphasized: The maximum binding difficulty is increased by 1/2 your tier.
    Maximized: The maximum binding difficulty is increased by 3/4 your tier.
Computer Hacking     Datamancer-favored
    This Ability allows you to use an Alacrian computer for purposes beyond its normally intended function. It usually entails at least a minute of intensive computer use. To use this Ability, take 10 strain, then make a roll on INT; the roll is normally d20, but may be d12 for an unimportant area of a ruin, or 2d20 for a particularly high-security area. If successful, you can accomplish a task normally beyond the intent of that computer. Whether any task is possible is determined by the GM, but examples of commonly possible tasks include:

    -Access a computer that is normally locked
    -Unlock the computer if you have already locked it due to a failed hacking attempt
    -Lock or unlock a nearby security door
    -Shut down an active security alarm
    -Shut down an automated turret or trap
    -Draw technologicals away from a certain area
    -Access a detailed map of the immediate vicinity
    -Access a general map of the entire ruin or fortress-city district
    -Access a camera in a nearby room
    -Enable a search for information not normally accessed here

    You may use this Ability multiple times on the same computer. At the GM's discretion, a task may require the use of your basic tech kit in addition to operating the computer; this is nearly always required for a locked computer. If you have the Computer Lore Ability, you may use it specifically to determine whether a particular hacking task is possible before actually attempting it; otherwise you must simply try it and find out. Attempting an impossible task will typically have no negative consequences beyond wasting strain. A failed roll that does not fail by more than 5 typically has no negative consequences either. Attempts that fail by more than 5 will usually trigger security measures, locking the computer. Often, this will activate defensive measures or attract techs with security alarms.
    Typically, it is not necessary to take strain via this Ability to reverse a previous use of it. For example, if you use this Ability to unlock a nearby security door, you do not need to use it again to re-lock it from the same computer.

Progression
    Normal: You gain a +TN in the INT rolls equal to 1/4 your tier.
    Emphasized: You gain a +TN in the INT rolls equal to 1/2 your tier.
    Maximized: You gain a +TN in the INT rolls equal to 3/4 of your tier.
Computer Lore     Datamancer-favored

    This Ability gives you a +TN of 10 in all General Knowledge rolls concerning Alacrian computers. This part of the Ability is always active and has no strain cost.

    As a free action, you may also apply this Ability to gain specific information about an Alacrian computer system that you can see (or otherwise know is there). You do not need to be using the computer yet. To use this part of the Ability, take 5 strain, then make a d12 roll on INT. If successful, you know the original Alacrian purpose of the computer, and you may ask the GM a further question about it; your character derives the answer from their studies. Your question might be:
   
    -Would we be the first post-Fall adventurers to use this computer?
    -Is (a certain task) within the scope of this computer's normal operation, and could it be hacked to accomplish the task if not?
    -What would be the likely consequences of triggering a security system here (such as through a failed hacking attempt)?

    These are questions that characters without this Ability cannot answer without special circumstances; they are beyond the scope of a General Knowledge roll.
    You may ask any unlisted question of a similar level of detail. Whenever you cannot gain the answer, or whenever the answer may not be accurate, you will be informed of why. You may use this Ability multiple times on the same computer.

Progression
    Normal: For every 6 tiers, you may associate this Ability with one of the thirteen factions of the Third Alacrian Era (see pg. __). Concerning any Alacrian computer within your associated factions' old territory, the General Knowledge +TN is increased to 15, and the strain cost of gaining specific information is reduced to 3.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Computer Searches     Datamancer-favored
    You receive a +TN of 5 in all Search rolls to find out information from an Alacrian computer (see Searches).
Progression
    Normal: The +TN is increased by 1/4 your tier.
    Emphasized: The +TN is increased by 1/2 your tier.
    Maximized: The +TN is increased by 3/4 your tier.
Demolition Charges     Engineer-favored
    Ordinarily, setting off multiple explosives (even simultaneously) will simply result in the damage and drive being resolved separately for each. But with this Ability, you know how to combine multiple volatite-based explosives into a single higher-drive detonation.
    To use this Ability, spend 1 minute per explosive to be combined. Before progression, the maximum explosives that can be combined is 2; they must be non-device thrown grenades or satchels. To calculate the effects of the single combined explosive: Consider the highest frag impact damage amongst all explosives, then increase this value by 1/4 the sum of all the other explosives' frag impact damage. Then repeat the same process for frag impact drive, frag area damage, frag area drive, blast impact damage, blast area damage, and carry slots. The weight of the final explosive is the sum of all component explosives' weight. It cannot be thrown or set to impact detonation (not even with Repurposed Ordnance), but can adhere to surfaces. It cannot be detonated by another character, unless they have this Ability (with sufficient progression, if necessary).
    Since volatite shaped-charge satchels are the most popular components for this Ability, a chart is included for the final numbers when combining them:
No. of VSC Satchels
Impact damage (affixed)
Area damage Weight Carry slots
2
frag: 375 drv300; blast: 181 frag: 112 drv56; blast: 56 20
2
3
frag: 450 drv360; blast: 217 frag: 135 drv67; blast: 67 30
3
4
frag: 525 drv420; blast: 253 frag: 157 drv78; blast: 78 40
3
5
frag: 600 drv480; blast: 290 frag: 180 drv90; blast: 90 50
4
6
frag: 675 drv540; blast: 326 frag: 202 drv101; blast: 101 60
4
7
frag: 750 drv600; blast: 362 frag: 225 drv112; blast: 112 70
5
Progression
    Normal: For every 12 tiers, the maximum combined explosives (originally 2) is raised by 1.
    Emphasized: As Normal, but every 6 tiers.
    Maximized: As Normal, but every 4 tiers.
Device Affinity     Corallurgist-favored
    Engineer-favored
    Technothurge-favored
    Seraph-favored
    This Ability must be associated with a specific category of device (for example, Static Net or Powered Exoskeleton; see Devices). To use any device of that category, you may consider one of its technology competence requirements to be 1 degree lower (to a minimum of 0). This reduction can enable you to use a device you otherwise couldn't, or to have another excess competence degree for the purpose of advanced device rules. It is not considered in relation to other rules, such as what devices you can identify or create. Devices whose competency is gained from Studies other than Technology are still valid choices for this Ability.
Progression
    Normal: For every 4 tiers, you may choose another category of device for this Ability to become effective on.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Device Creation     Corallurgist-favored
    Engineer-favored
    Technothurge-favored
    Seraph-favored
    Upon obtaining this Ability, you must associate it with one of your areas of technology competence (for example, Adamantology or Chemistry) from this or another Study. You may create devices that require a degree of that type of competence. You must also have sufficient degrees of that competence to meet the device's requirements; see Creating Devices.
Progression
    Normal: For every 6 tiers, you may choose another area of technology competence to associate with this Ability. If you do not have another technology competence, this progression effect "waits"; if you gain another, you may immediately associate it, with no need for swap rules.
    Emphasized: As Normal, but every 3 tiers.
    This Ability cannot be maximized.
Device Rescaling     Corallurgist-favored
    Engineer-favored
    Technothurge-favored
    Seraph-favored
    You may alter the number of size increases on an existing device, or change whether a device with no size increases is miniaturized. You may do this whether or not you created the device. You must have Device Creation, as well as the technology competence that would be required to create the device normally (using the requirements of a miniaturized device, if you are altering miniaturization).
    If you are raising the number of size increases on a device, or if you are miniaturizing a device, you must pay the difference in cost and creation time (including the 80% reduction from materials as normal). If you are removing size increases or miniaturization from a device, you are not "reimbursed" for the lost material cost, but must spend the same creation time that would be required to apply the size increases or miniaturization.
Progression
    None. This Ability cannot be emphasized or maximized.
Efficient Demolition     Engineer-favored
    You know how to amplify the effects of explosives and other high-damage attacks on a structure's weak points. If you have at least 1 minute to carefully place an explosive or mark a target point for attack, you may do so at a cost of 8 strain. Once completed, you may detonate one explosive or make one attack; any collapse points that would occur as a result of that damage are increased to 120% (see Demolition & Collapses). If your intent is to set multiple explosives in the same zone and detonate them simultaneously, you may do so with an additional 1 minute per explosive, with no extra strain cost.
    Alternatively, you can spend the same time and strain to enhance an attempt to damage a barrier. If you do this, the resulting narrow passage size is increased by 120%. You may use this function of the Ability simultaneously with Precise Demolition, but not with the first function from this Ability.
    Instead of making the attack yourself, you may direct another character to make the attack, but the percentages will be reduced by 10.
    Only one use of this Ability is effective per detonation or attack.
Progression
    Normal: For every 6 tiers, the percentages (originally 120) are raised by 5.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Elbow Grease     Engineer-favored
    This Ability allows you to count your bINT as 2 higher for the purpose of the progression effects of Technology Competence - Mechanical, provided your bSTR is at least 2 higher than your bINT.
Progression
    Normal: For every 8 tiers, the effect on bINT is raised by 1. The total effect cannot exceed the amount by which your bSTR exceeds your bINT.
    Emphasized: As Normal, but every 4 tiers.
    This Ability cannot be maximized.
Elixir Transmutation     Corallurgist-favored
    This Ability adds Inert to the elixir types learned in Field Elixir Production. It also allows you to transform four Minor elixirs into a single Major elixir of the same type, or vice versa.
    Finally, you can use this Ability to transform one type of elixir into another; both types must be learned under Field Elixir Production, and the Minor or Major status is unchanged.
    To accomplish any kind of transmutation (either between types, or between Minor and Major status), you must spend 15 minutes, take 10 strain, and roll d20 on INT. If the roll fails, the elixir(s) involved are lost. If you are transmuting an Inert elixir into another type, the strain cost is cut in half (after considering progression), and you gain 3 Easing in the INT roll.
Progression
    Normal: The strain cost is reduced by 1/6 your tier, and you gain a +TN in the INT roll equal to 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 your tier.
Field Elixir Production     Corallurgist-favored
    This Ability requires your basic tech kit, and allows you to search an outdoor area for the Alacrian adamant/coral hybrid plants necessary for the production of elixirs. When you obtain this Ability, choose two types of elixir to learn how to produce; the choices are Nourishing, Energizing, Enlivening, Sedating, Healing, Purging, and Curing.
    To use this Ability, spend 4 hours searching an outdoor area for elixir plants, then roll 2d12 on INT. Willpower cannot be used to give a reactive +TN to this roll. Hindrance or Easing is added to the roll in certain areas:

    Hal'Tayat: 2 Hindrance
    Nani (overworld): 8 Hindrance
    Chthon (normal): 3 Hindrance
    Chthon (Pillars of Titus): 3 Easing
    Skreti: 2 Hindrance
    I'Gremsul: 2 Easing
    Cevelky: 2 Hindrance
    Gelid Isles: 8 Hindrance

    You must specify before the roll which type of elixir plants to search for. If the roll succeeds, you produce one Minor elixir of the chosen type.
    See Elixirs for the effects of the completed products.

Progression
    Normal: For every 4 tiers, you choose another type of elixir to learn, and gain a +TN of 1 in the INT roll.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Field Poison Production     Corallurgist-favored
    This Ability requires your basic tech kit, and allows you to search an outdoor area for the dangerous plants necessary for the production of poisons. When you obtain this Ability, choose one type of poison to learn how to produce (Type A, B, or C).
    To use this Ability, spend 4 hours searching an outdoor area for poison plants, then roll 2d12 on INT. Willpower cannot be used to give a reactive +TN to this roll. Hindrance or Easing is added to the roll in certain areas:

    Hal'Tayat: 2 Hindrance
    Nani (overworld): 8 Hindrance
    Chthon (normal): 1 Hindrance
    Chthon (Pillars of Titus): 1 Easing
    Skreti: 2 Hindrance
    I'Gremsul: 2 Easing
    Cevelky: 2 Hindrance
    Gelid Isles: 8 Hindrance

    You must specify before the roll which type of poison plants to search for. If the roll succeeds, you produce 1 pound of poison of the chosen type.
    See Poisons for the effects of the completed products.

Progression
    Normal: For every 4 tiers, you choose another type of poison to learn, and gain a +TN of 1 in the INT roll.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Hordemastery     Necromancer-favored
    If you have bound more than one tech, this Ability allows you to reduce one tech's minimum strain effect from 8 to 4. The tech being discounted must have a binding difficulty of 1. You must always have at least one tech under your control that is not being discounted by this Ability.
Progression
    Normal: For every 6 tiers, you may apply this Ability to an additional bound tech.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Insightful Hacking     Datamancer-favored
    When you obtain this Ability, choose one of the example tasks listed for Computer Hacking (Technology) - for example, "Access a computer that is normally locked." Whenever you use Computer Hacking to attempt that task, the strain cost is reduced to 3.
Progression
    Normal: For every 12 tiers, choose another example task to associate with this Ability and apply the strain discount.
    Emphasized: As Normal, but every 6 tiers.
    Maximized: As Normal, but every 4 tiers.
Lockpicking     Engineer-favored
    To use this Ability without added difficulty, you must have your basic tech kit. If you want to avoid carrying a basic tech kit, you can also obtain a separate lockpicking kit, which has infra cost and weighs 2 pounds (0 slots). Lockpicking is a process action with an interval of 20 seconds (4 turns). Failing a roll or pausing ruins the process; some locks allow the process to be restarted, some may break and lock permanently, and some may trigger a trap or alarm upon failure. All rolls are on DEX, and the point goal and minimum die vary with the lock type:
Lock quality Point goal Minimum die
Common door 20 d8
Shackles
30
d10
Security door 40 d12
Lockbox 30 d20
Safe 80 d20
Bank vault 120 2d20

    If you take 8 strain upon beginning the lockpicking attempt, you can reduce the roll interval to 5 seconds (1 round). This effect lasts until you either fail a roll or complete the process.
    If you do not have access to a basic tech or lockpicking kit, you may attempt to improvise with a similar tiny pointed object. In this case you must add 4 Hindrance in each of the DEX rolls, and cannot take strain to reduce the roll interval.
Progression
    Normal: You receive a +TN in the DEX rolls equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Neural Net     Datamancer-favored
    This Ability is only effective if you have Augmented Intelligence, and a basic tech kit outfitted with the upgrades from that Ability. When in a realm's largest cities, you may spend an additional 5,000 coins to further upgrade your kit with a recovered Alacrian artificial intelligence. This software entity can be conversed with in the same way as a non-sentient tech, and has an effective INT equal to 1.5 times your degree of Diagnostics technology competence. It can see out of a small camera on your kit's computer. It is fluent in both Concordic and Alacrian, and can translate between those languages like a multilingual character. You can converse with the entity via keyboard and screen, if you'd prefer it to remain inaudible.
    Additionally, you retain all the normal effects of Augmented Intelligence, but also gain the following new effects depending on which of that Ability's options you have access to:
    -If you have the #1 option from Augmented Intelligence, the neural net may make General Knowledge rolls on its own INT.
    -If you have #2, you gain a +TN in Computer Hacking rolls equal to 50% of the neural net's INT.
    -If you have #3, you gain a +TN in Dangerous Listener rolls equal to 50% of the neural net's INT.
    -If you have #4, the neural net may participate in any full-strain search, rolling on its own INT as if it were a sentient character. Like you, it contributes 50% more points from any successful roll.
    -If you have #6 (though not including any repeated picks of that option), strain factor is further increased by 1.
    If your basic tech kit is lost, you must re-spend the 5,000 coins to outfit a new one to work with this Ability.
Progression
    None. This Ability cannot be emphasized or maximized.
Nose for Science     Corallurgist-favored
    Engineer-favored
    Operative-favored
    This Ability allows you to count your bINT as 2 higher for the purpose of the progression effects of Technology Competence - Chemistry and Technology Competence - Corallurgy, provided your bCON is at least 2 higher than your bINT.
Progression
    Normal: For every 8 tiers, the effect on bINT is raised by 1. The total effect cannot exceed the amount by which your bCON exceeds your bINT.
    Emphasized: As Normal, but every 4 tiers.
    This Ability cannot be maximized.
Poisoned Weapon Proficiency     Corallurgist-favored
    You gain a +TN of 10 in the rolls to poison a melee weapon or projectile, and you do not poison yourself if you fail by 20.
    Additionally, you may apply a second type of poison to an already-poisoned weapon or projectile; the maximum poison points of the second type are always half the amount of the main poison. Applying the second poison requires an additional roll and slowing major action.
Progression
    Normal: For every 2 tiers, you increase the maximum main poison points you can apply to an item (normally 10) by 1. This does not adjust the rolls or consume poison poundage more quickly; you know how to apply it more efficiently.
    Emphasized: As Normal, but every tier.
    Maximized: As Normal, but 3 points for every 2 tiers.
Precise Demolition     Engineer-favored
    You know how to size up a structure to limit unintended damage to its vital supports. If you have at least 1 minute to carefully place an explosive or mark a target point for attack, you may do so at a cost of 8 strain. Once completed, you may detonate the explosive or make one attack; any collapse points that would occur as a result of that damage are reduced by 4 (see Demolition & Collapses). This can include points from creating narrow passages & holes, as well as AoEs, but not WAoEs or fire. If the damage causes collapse points in two zones, your reduction applies to each.
    Instead of making the attack yourself, you may direct another character to make the attack, but the effect on collapse points will be reduced to 75%.
    Only one use of this Ability is effective per detonation or attack. Generally, it cannot be used on any point within short range of a previous use of this Ability, unless the collapse points from that use have since been repaired.
Progression
    Normal: The effect on collapse points is raised by 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 your tier.
Quantum Mind     Datamancer-favored
    This Ability is only effective if you have both Augmented Intelligence and Neural Net, and a basic tech kit outfitted with the upgrades from those Abilities. When in a realm's largest cities, you may spend an additional 25,000 coins to further upgrade your kit with a recovered Alacrian quantum computer, greatly increasing the sapience of the kit's artificial intelligence. When resolving any of the effects from Neural Net, consider the entity's INT to be 3 times your degree of Diagnostics competence, rather than 1.5 times. If your basic tech kit is lost, you must re-spend the 25,000 coins to outfit a new one to work with this Ability.
Progression
    None. This Ability cannot be emphasized or maximized.
Repair Competency     Engineer-favored
    Necromancer-
favored
    This Ability allows you to repair 1st-degree failures on vehicles and 1st-degree injuries on technologicals in the field, or higher degrees when you are in a city. This requires your basic tech kit as well as additional repair materials; see Repair.
    Additionally, this Ability allows you to function as repair crew on ships.
Progression
    Normal: For every 4 tiers, the degree of failure/injury you can repair in the field is increased by 1, and you receive a +TN of 1 in repair rolls.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Repurposed Ordnance     Engineer-favored
    By spending 1 minute with an explosive, piece of grenade or launcher ammunition, or grenade/bomb device, you may change its default behavior for detonation. This allows you to enact (or undo) any of the following effects:
    -A grenade, aircraft bomb, or bomb/grenade device may be set to go off with a satchel detonator.
    -A satchel detonator may be re-keyed to a different satchel, grenade, bomb, or device (though no more than one per detonator).
    -A grenade launcher or rocket launcher projectile (or equivalent device) may have its minimum range safeties removed.
    -An aircraft bomb or bomb device may be set to detonate on impact, without being dropped properly from an aircraft (for example, if flung via pseudogravity). Such an explosive will also detonate upon taking any amount of damage, even if the amount would not normally disable it (see Damaging Objects).
    Other characters do not need this Ability in order to use items you have adjusted with it. However, it does not remove any tech competence requirements for using or detonating devices.
Progression
    None. This Ability cannot be emphasized or maximized.
Reviving Injection     Corallurgist-favored
    This Ability allows you to decrease the healing effect of a Corallurgist's Injector device by 30, in exchange for making it effective on revivable dead characters. The recipient will be revived if their lethal injuries are healed within 15 minutes of their death. Note that since a basic injector heals only 20 damage, you will require an advanced device and the Advanced Injection Ability.
Progression
    None. This Ability cannot be emphasized or maximized.
Simple Devotion     Seraph-favored
    This Ability allows you to count your bINT as 2 higher for the purpose of the progression effects of Technology Competence - Acoluthics, provided you have another base stat that is at least 2 higher than your bINT.
Progression
    Normal: For every 8 tiers, the effect on bINT is raised by 1. The total effect cannot exceed the amount by which your highest base stat exceeds your bINT.
    Emphasized: As Normal, but every 4 tiers.
    This Ability cannot be maximized.
Tech Binding     Necromancer-favored
    To use this Ability, you must have your basic tech kit. This Ability allows you to bind a technological that is incapacitated or otherwise restrained. Binding a tech takes about 1 minute. Afterwards, the tech is bound to you in its programming; while in your presence, it will follow you and obey your wishes. Bound techs can carry items for you, and will attempt to defend you. In combat, you control your tech's turn whenever you can both see and speak to it. Controlling your tech(s) is not verbose enough to constitute a verbal action, but is still impossible if either you or the tech are deafened. Bound techs unable to receive orders are controlled by the GM, but typically attempt to keep doing whatever they were last told.
    When you obtain this Ability, you must choose one category of tech for it to be effective on (Constructs, Reanimators, or Amalgamators).
    In order to attempt to bind a tech with a binding difficulty greater than 1, you must have a Binding Lore Ability corresponding to the tech's category. You cannot "give" the tech to another master unless they too have the required Binding Lore Ability (as well as this Ability).
    Once you have bound a tech, you must not lose the corresponding Binding Lore Ability (if required), and you must increase your minimum strain by 8 to reflect the daily effort to retain control of the tech. Both of these requirements are in effect regardless of whether the tech was bound by you, or obtained from another owner. If you lose a required Binding Lore or your strain factor is not high enough to sustain the increased minimum, the tech reverts to its haywire state.
    Bound techs will not harm other party members if left alone with them. However, they will not necessarily obey anyone but you, nor will they remember complicated instructions. Typically, techs will continue doing whatever you told them to do last. Leaving bound techs alone for more than a day risks returning them to their haywire state; if you need to leave them for a long time, it is recommended that you shut them down. Shut-down techs do not require the minimum strain increase to retain control, but require 10 strain to be taken to reactivate them (after increasing your minimum).
    Bound techs are no longer recognized as allies by unbound techs, even if they were once part of the same Alacrian faction.
Progression
    Normal: For every 8 tiers, you choose an additional category of tech.
    Emphasized: As Normal, but every 4 tiers.
    This Ability cannot be maximized.
Tech Programming    Necromancer-favored
    Upon obtaining this specialty, you must associate it with a Study Ability that is valid for non-sentients (see Non-Sentients; you don't need to have the Ability yourself). You may "teach" this Ability to your bound techs. To use this Ability, spend one hour with your basic tech kit and one of your techs; the tech obtains the associated Ability. If the tech already has the Ability by default, it instead uses emphasized progression for that Ability (if valid).
    Your tech will lose the taught Ability if it becomes unbound, if you lose this Ability, or if you transfer the tech to another owner without a Tech Programming Ability that is associated with the same taught Ability.
Progression
    Normal: For every 8 tiers, you may associate this Ability with another valid Study Ability. There is no other limit to how many techs you may teach, nor how Abilities you may teach each tech, provided they are associated with this Ability.
    Emphasized: As Normal, but every 4 tiers.
    Maximized: As Normal, but every 3 tiers.
Technical Quick Draw     All-favored
    You may gain a +TN of 6 in any turn order roll. However, if you use this Ability, the only actions you may take during the first round of combat are actions included or described in device rules, inventory actions to drop items or draw devices or explosives, or Ability actions directly related to the use of a device. Attacks and pseudogravity effects that target another character are excluded. You must decide the use of this Ability before making the turn order roll. No other Abilities with "Quick Draw" in the title may be used simultaneously.
Progression
    Normal: The +TN is increased by 1/3 of your tier.
    Emphasized: The +TN is increased by 2/3 of your tier.
    Maximized: The +TN is increased by your tier.
Technology Competence - Acoluthics     Seraph-favored
    This Ability is only useful for draconic acolytes. It grants you a competence of Acoluthics: 1 (before progression). It allows you to operate certain devices that rely on draconic devotion and energy. See Devices.
    Any Vicar with at least 1 tier in Technology obtains this Ability as an extra Ability and counts it as favored, regardless of their Background.
Progression
    Normal: Your Acoluthics competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Technology Competence - Adamantology     Technothurge-favored
    This Ability grants you a competence of Adamantology: 1 (before progression). Adamantology competence allows you to operate certain devices that rely heavily on adamant-based technology. See Devices.
Progression
    Normal: Your Adamantology competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Technology Competence - Chemistry     Engineer-favored
    Seraph-favored
    This Ability grants you a competence of Chemistry: 1 (before progression). Chemistry competence allows you to operate certain devices that rely heavily on chemical reactions. See Devices.
Progression
    Normal: Your Chemistry competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Technology Competence - Corallurgy     Corallurgist-favored
    This Ability grants you a competence of Corallurgy: 1 (before progression). Corallurgy competence allows you to operate certain devices that rely heavily on organic technology. See Devices.
Progression
    Normal: Your Corallurgy competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Technology Competence - Crystallurgy     Technothurge-favored
    This Ability grants you a competence of Crystallurgy: 1 (before progression). Crystallurgy competence allows you to operate certain devices that rely heavily on Dira quartz-based technology. See Devices.
Progression
    Normal: Your Crystallurgy competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Technology Competence - Diagnostics     Datamancer-favored
    Engineer-favored
    Necromancer-favored
    Technothurge-favored
    Seraph-favored
    This Ability grants you a competence of Diagnostics: 1 (before progression). Diagnostics competence allows you to operate certain devices that are heavily automated by computers. See Devices.
Progression
    Normal: Your Diagnostics competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Technology Competence - Mechanical     Engineer-favored
    Seraph-favored
    This Ability grants you a competence of Mechanical: 1 (before progression). Mechanical competence allows you to operate certain devices that require heavy maintenance of moving parts. See Devices.
Progression
    Normal: Your Mechanical competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Translation Programs     Necromancer-favored
    Techs speak Alacrian and archaic Concordic, but with this Ability you may program your techs with a third language that you know yourself. Your techs "know" this language at the same level of fluency you do. Only one extra language can be taught per tech.
Progression
    Normal: For every 4 tiers, you may teach each tech an additional language that you know.
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized.

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