User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
game_systems:settings:rhea_expanse:technologist_path [2023/06/11 20:54] – [Key Skills] elfinlocksgame_systems:settings:rhea_expanse:technologist_path [2025/03/15 00:27] (current) – [The Flesh is Weak] reon
Line 1: Line 1:
 ====== Path of the Technologist ====== ====== Path of the Technologist ======
  
-This is the path of the Technologist. Characters who pursue this path will be able to unlock the secrets of ancient technology. They may build and repair technology as well as recharge itThis path allows players to master technology if it is present in campaign setting+<WRAP center 50%> 
 +{{:game_systems:settings:rhea_expanse:pasted:20231219-224048.jpeg|The Xarni are known for their proficiency in this lost art.}} 
 +</WRAP> 
 + 
 +//There are those who are born with power, and then there are those with the intellect and dedication to forge it for themselves, bit by bit. Such are the followers of the Path of the Technologist. Through the power of your own ingenuity, you may create magnificent creations that equal or surpass the might of magicDelve into the forgotten secrets of lost technology, and become master of your own destiny.// 
 + 
 +----
  
 ===== Key Skills ===== ===== Key Skills =====
Line 9: Line 15:
   * [[priority:skills:perception|Perception]]   * [[priority:skills:perception|Perception]]
   * [[priority:skills:knowledge|Knowledge]] (Engineering)   * [[priority:skills:knowledge|Knowledge]] (Engineering)
-  * [[priority:skills:knowledge|Knowledge]] (Esoteric)+  * [[priority:skills:heal|Heal]]
   * [[priority:skills:craft|Craft]]   * [[priority:skills:craft|Craft]]
   * [[priority:skills:use_magic_device|Use Magic Device]]   * [[priority:skills:use_magic_device|Use Magic Device]]
Line 19: Line 25:
 You may now roll Use Magic Device checks or Knowledge (Engineering) to identify and use technological items. Without Tech Secrets you cannot use or identify technology effectively. Tech Secrets also allow you to passively notice technology with a successful Perception check. Tech Secrets does not let you repair or create technology. You may now roll Use Magic Device checks or Knowledge (Engineering) to identify and use technological items. Without Tech Secrets you cannot use or identify technology effectively. Tech Secrets also allow you to passively notice technology with a successful Perception check. Tech Secrets does not let you repair or create technology.
 </WRAP> </WRAP>
 +
 ===== Tech Savant Trail ===== ===== Tech Savant Trail =====
 <WRAP round box> <WRAP round box>
 ==== Fabricator, Rudimentary ==== ==== Fabricator, Rudimentary ====
-  * **Requirements:** Tech Secrets, Knowledge (Engineering) 4, Craft (Technology) 4, 10 EXP+  * **Requirements:** Tech Secrets, Knowledge (Engineering) 5, Craft (Technology) 5, 10 EXP
  
-You may create Tech Parts (Rudimentary) using Craft (Technology). Doing so with standard or Masterwork Artisan tools doubles all craft times listed.  You may also repair technological items that require Rudimentary parts to fix.+You may create Primitive and Rudimentary Tech Parts using Craft (Technology). 
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
-==== Fabricator, Standard ====+==== Fabricator, Advanced ====
   * **Requirements:** Tech Secrets, Fabricator (Rudimentary), Knowledge (Engineering) 10, Craft (Technology) 10, 15 EXP   * **Requirements:** Tech Secrets, Fabricator (Rudimentary), Knowledge (Engineering) 10, Craft (Technology) 10, 15 EXP
  
-You may create Tech Parts (Standard) using Craft (Technology). Doing so with standard or Masterwork Artisan tools quadruples all craft times listed.  You may also repair technological items that require Standard parts to fix.+You may create Standard and Advanced Tech Parts using Craft (Technology). 
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
-==== Fabricator, Advanced ==== +==== Fabricator, Cutting Edge ==== 
-  * **Requirements:** Tech Secrets, Fabricator (Standard), Knowledge (Engineering) 15, Craft (Technology) 15, 25 EXP+  * **Requirements:** Tech Secrets, Fabricator (Advanced), Knowledge (Engineering) 15, Craft (Technology) 15, 25 EXP
  
-You may create Tech Parts (Advanced) using Craft (Technology). Doing so with standard or Masterwork Artisan tools octuples all craft times listed.  You may also repair technological items that require Advanced parts to fix.+You may create Cutting Edge and better Tech Parts  using Craft (Technology).
 </WRAP> </WRAP>
 +
 <WRAP round box> <WRAP round box>
 ==== Ancient Techprint ==== ==== Ancient Techprint ====
-  * **Requirements:** Tech Secrets, Knowledge (Engineering) 10Knowledge (Esoteric) 10, 20 EXP+  * **Requirements:** Tech Secrets, Knowledge (Engineering) 815 EXP
  
-You unlock a single Techprint of an item you have seen or have knowledge of, allowing you to craft the item using Tech Parts. This talent requires GM permission and may be taken multiple times.+You gain the ability to read Techprints as well as create Techprints from items you know how to craft.
 </WRAP> </WRAP>
-<WRAP round box> 
-==== Haste Makes Waste ==== 
-  * **Requirements:** Tech Secrets, Fabricator (Rudimentary), Knowledge (Engineering) 6, Craft (Technology) 6, 5 EXP 
  
-You create far more waste fabricating Tech parts, but work with lighting pace. You negate the work time multiplier when using standard tools, but use twice the number of parts in exchange.  
-</WRAP> 
 <WRAP round box> <WRAP round box>
 ==== Hacker ==== ==== Hacker ====
Line 57: Line 60:
 </WRAP> </WRAP>
  
 +<WRAP round box>
 +==== Logos Lex Ineo ====
 +  * **Requirements:** Tech Secrets, Use Magic Device 6, 10 EXP
 +
 +When using [[priority:skills:use_magic_device|Use Magic Device]] you may use your intelligence in place of your charisma for Technological skill checks.
 +
 +</WRAP>
 +
 +
 +===== Researcher Trail =====
 +
 +<WRAP round box>
 +==== Techno Researcher (Talent) ====
 +  * **Requirements:** Knowledge (Engineering), Knowledge (Esoteric), Use Magic Device or Spellcraft 4, 10 EXP
 +
 +You now research Technological items faster. The time required to research an undiscovered Technological item is halved.
 +</WRAP>
 +
 +<WRAP round box>
 +==== Technological Insight (Talent) ====
 +  * **Requirements:** Knowledge (Engineering), Knowledge (Esoteric), Use Magic Device, or Spellcraft 8, 20 EXP
 +
 +You now research Technological items faster. The time required to research an undiscovered Technological item is halved. (This stacks with other abilities. You do not use the base research time but your current research time after previous modifiers.)
 +</WRAP>
 +
 +<WRAP round box>
 +==== Techno Weapons Specialist (Talent) ====
 +  * **Requirements:** Knowledge (Engineering) 12, Craft (Technology) 12, 10 EXP
 +
 +You may now Research Technological weapons in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological weapons.
 +</WRAP>
 +
 +<WRAP round box>
 +==== Technological Gadgeteer (Talent) ====
 +  * **Requirements:** Knowledge (Engineering) 12, Craft (Technology) 12, 10 EXP
 +
 +You may now Research Technological gadgets in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological gadgets.
 +</WRAP>
 +
 +<WRAP round box>
 +==== Cybernetic Wiz (Talent) ====
 +  * **Requirements:** Knowledge (Engineering) 12, Craft (Technology) 12, 10 EXP
 +
 +You may now Research Technological Cyberware in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological Cyberware.
 +</WRAP>
 +
 +<WRAP round box>
 +==== BioTechnician (Talent) ====
 +  * **Requirements:** Knowledge (Nature) 6, Craft (Alchemy) 6, 5 EXP
 +
 +You may now Research Technological Biomedicine in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological Biomedicine.
 +</WRAP>
 +
 +<WRAP round box>
 +==== Techno Shaman (Talent) ====
 +  * **Requirements:** Knowledge (Engineering) 8, Use Magic Device 8, 5 EXP
 +
 +You may now Research Technological Computing in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological Computing.
 +</WRAP>
 ===== Living Conduit ===== ===== Living Conduit =====
 <WRAP round box> <WRAP round box>
Line 97: Line 159:
 ===== The Flesh is Weak ===== ===== The Flesh is Weak =====
 <WRAP round box> <WRAP round box>
-==== Self Augmentation ==== +==== Self Augmentation / Cybercrafter  ==== 
-  * **Requirements:** Tech Secrets,Heal 1, Craft (Technology) 1, 10 EXP+  * **Requirements:** Tech Secrets, Heal 1, Craft (Technology) 1, EXP
  
-You have discovered that steel surpasses skin in all ways and may now install prosthetics on yourself using the Heal skill at no penalty. This talent also increases the number of Cybernetics you may have equal to half your Hit Dice (Rounded Down). +You have discovered that steel surpasses skin in all ways and may now install prosthetics on yourself using the Heal skill at no penalty. You gain a +4 on heal checks to install cybernetics as well as a +4 on any skill check to repair cybernetics.  
 + 
 +You have learned how to make replacement limbs more efficiently. You may craft Replacement Legs (Rudimentary), Replacement Arms (Rudimentary) Replacement Organs (rudimentary), and all basic level mods without researching the techprints.  If you begin play with this Talent, you may gain a single free replacement limb (excluding torso). Note that crafting these replacement limbs requires Tech Parts as with most technology.
 </WRAP> </WRAP>
-<WRAP round box> 
-==== Cybercrafter ==== 
-  * **Requirements:** Tech Secrets, Self Augmentation, Heal 3, Craft (Technology) 3, 15 EXP 
  
-You have learned how to make replacement limbs. They are rather basic, but retain the full functionality of the flesh they replace. You may craft Replacement Legs (Rudimentary) and Replacement Arms (Rudimentary). If you begin play with this Talent, you may gain a single free replacement limb from the choices above. Note that crafting these replacement limbs requires Tech Parts as with any technology. 
-</WRAP> 
 <WRAP round box> <WRAP round box>
 ==== Custom Job ==== ==== Custom Job ====
-  * **Requirements:** Tech Secrets, Cybercrafter, Self Augmentation, Heal 4, Craft (Technology) 4, 10 EXP+  * **Requirements:** Cybercrafter, Heal 4, Craft (Technology) 4, 10 EXP
  
-Your cybernetics are far more versatile than most, and each replacement limb may support another modification. This only applies to cybernetics on your own body.+Your cybernetics are far more versatile than most, and each replacement limb may support another modification. This only applies to cybernetics on your own body. This talent also increases the number of Cybernetics you may have equal to half your Hit Dice (Rounded Down).
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Steel Within ==== ==== Steel Within ====
-  * **Requirements:** Tech SecretsSelf Augmentation, Cybercrafter, Heal 8, Craft (Technology) 8, Hit Dice 6, 15 EXP  +  * **Requirements:** Cybercrafter[[chargen:common_terms#core_stats|CST]] 6, Heal 8, Craft (Technology) 8,  15 EXP  
  
-You have mastered harnessing the strength of steel. Your replacement limbs and cybernetics now have additional wounds equal to your total hit dice.   +You have mastered harnessing the strength of steel. Your replacement limbs and cybernetics now have additional wounds equal to your total hit dice. In addition you have mastered pushing your cybernetics to the limit. You may spend a hero point to increase the effects of a cybernetic. Some options include increasing an ability score of a limb by current HD for a number of rounds equal to your HD, increasing. Other options may be available and discussed with the GM.  
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Til’ There is None ==== ==== Til’ There is None ====
-  * **Requirements:** Tech Secrets, Self Augmentation, Steel Within, CybercrafterHeal 12, Craft (Technology) 12, Hit Dice 10, 10 EXP+  * **Requirements:** Steel Within, Custom Job[[chargen:common_terms#core_stats|CST]] 12, Heal 10, Craft (Technology) 10, 15 EXP
  
-You will not be satisfied until you are complete. You may now replace your head and body with prosthetics. You may craft Replacement Body (Rudimentary). and Replacement Head (Rudimentary). Your cybernetics also continue to function into the negatives at no penalty (excluding the Head and Body).+You will not be satisfied until you are complete. You may now replace your head and body with prosthetics. You may craft Replacement Body (Rudimentary). and Replacement Head (Rudimentary). Your cybernetics also continue to function into the negatives at no penalty until destroyed (excluding the Head and Body).
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Machine Messiah ==== ==== Machine Messiah ====
-  * **Requirements:** Tech Secrets, Self Augmentation, Cybercrafter, Steel Within, Til’ There is None, Heal 15, Craft (Technology) 15, Hit Dice 15, Must have replaced all limbs (including Head and Body with cybernetics), 25 EXP+  * **Requirements:** Til’ There is None, [[chargen:common_terms#core_stats|CST]] 18, Heal 12, Craft (Technology) 12, Must have replaced all limbs (including Head and Bodywith cybernetics, 25 EXP
  
 Your machine body is complete. You no longer are bound to the limits of biology and have embraced perfection. You may add additional cybernetic limbs up to twice your natural original number. If your Head is ever destroyed, you may spend a hero point to instead return to zero wounds and remain unconscious and stable.  Your machine body is complete. You no longer are bound to the limits of biology and have embraced perfection. You may add additional cybernetic limbs up to twice your natural original number. If your Head is ever destroyed, you may spend a hero point to instead return to zero wounds and remain unconscious and stable. 
 </WRAP> </WRAP>