Tech Talents are abilities that focus on writing programs for your omni-tool or hacking into an enemy's systems. As such, you add your Mind attribute to attack rolls, damage rolls, and save difficulties incurred by using a Tech Talent.
Tech Talents can be used a number of times equal to your current Mind attribute. If your available uses of tech talents reaches 0, in an emergency you can use 1 more tech talent in exchange for suffering from the Braindead status effect.
Rank 1 - As a Main Action, deploy a flying drone within 1m. The drone has Shields equivalent to 2x your Mind attribute and is destroyed if this is depleted. As a Bonus Action on each turn, you can move the drone up to 2m and make an attack roll against a creature within 1m. The drone has +1 to hit and deals 1d4 Tech damage.
Rank 2 - The drone's movement speed is increased to 4m.
Rank 3 - A live feed of the drone's vision is displayed on your visor. Its attack roll bonus is now equivalent to your Mind attribute.
Out of combat this can be used to effectively scout new areas.
Rank 4 - The drone's damage is increased to 2d4.
Rank 5 - If the drone is destroyed, it explodes and deals 2d4 Tech damage to all creatures within 1m.
Rank 6 - The drone's movement speed is increased to 6m.
Rank 7 - The drone's shields are now increased to 5x your Mind attribute.
Rank 8 - The drone's damage is increased to 3d4.
Rank 9 - The drone's attack range is increased to 2m.
Rank 10 - The drone is now entirely autonomous and no longer takes a bonus action to operate. On its turn it can Move and make a single attack.
Rank 1 - As a Main Action, fire a burst of supercooled particles at a single creature within 4m. Ranged Talent Attack Roll. Deals 1d8 Tech Damage.
Rank 2 - On a successful attack, icy build-up means the target's movement speed is reduced by half until the end of their next turn.
Rank 3 - Talent range increased to 6m.
Rank 4 - Damage increased to 1d10.
Rank 5 - On a successful attack, the target's feet are encased in ice, reducing their movement to 0, making them Immobilised until the end of their next turn.
Rank 6 - Talent range increased to 8m.
Rank 7 - On a successful attack, the target must roll a Body save. On a failure, they are frozen completely and are now Incapacitated until the end of their next turn.
Rank 8 - Damage increased to 1d12.
Rank 9 - On a successful attack, all creatures within 1m of the target are also damaged and must make Body saves to avoid freezing.
Rank 10 - On a successful attack, all creatures within 2m of the target are also damaged and must make Body saves to avoid freezing.
Rank 1 - As a Bonus Action, deploy a holographic decoy of yourself within 1m that mimics your movements. If an opponent targets you with a ranged attack, they must first perform a Mind save, on a failure, they target your decoy instead, if the Decoy takes damage it is destroyed. Your Decoy cannot move and you must remain within 1m of your Decoy for this to have effect.
Rank 2 - Your Decoy can now move up to 2m per turn. You control this movement during your turn as a free action. As a hologram, the decoy can pass through objects, however if an opponent witnesses this, they are immune to the Decoy's effects.
Rank 3 - The deployment range is increased to 2m. You can now also move up to 2m away from the Decoy while maintaining its benefits.
Rank 4 - Your Decoy's movement speed is increased to 4m.
Rank 5 - Your Decoy now has Shields equivalent to 2x your Mind attribute and is destroyed if these are depleted. The Decoy is now also able to realistically simulate wounds and pain responses if attacked, preventing enemies from knowing if they are attacking the Decoy or yourself.
Rank 6 - Your Decoy's movement speed is increased to 6m.
Rank 7 - Your Decoy can now play taunting sound clips. As a free action on your turn, pick an enemy to taunt, they must roll a Mind save. On a failure they can only target the Decoy on their next turn.
Rank 8 - The deployment range is increased to 3m. You can now also move up to 3m away from the Decoy while maintaining its benefits.
Rank 9 - Once per round, if an opponent successfully attacks you and if the Decoy is in range, you may use a Reaction to move the Decoy into the line of fire and intercept the attack, taking the damage instead.
Rank 10 - When deploying your own Decoy, you may now deploy additional Rank 1 Decoys for each of your allies at no extra cost.
Rank 1 - As a Main Action, fire an electrical burst at a single target within 4m. Ranged Talent Attack Roll. Deals 1d4 Tech Damage.
Rank 2 - When targeting Shields or Synthetics, add an additional 1d4 to the damage roll.
Rank 3 - Talent range increased to 6m.
Rank 4 - Damage increased to 2d4.
Rank 5 - On a successful attack, the electricity arcs to a creature of your choosing within 2m of the original target. The secondary target takes 1 less damage die. (If the original target receives 2d4 damage, the secondary target receives 1d4)
Rank 6 - Damage increased to 3d4.
Rank 7 - On a successful attack, the electricity will arc to as many creatures of your choosing so long as each one is within 2m of the last target. Each time it arcs, the damage die is reduced by 1 until eventually it is 0d4. (If the original target takes 4d4 damage, the secondary target takes 3d4, the third target takes 2d4, and so on)
Rank 8 - Damage increased to 4d4.
Rank 9 - Range of arc effect increased to 3m.
Rank 10 - When targeting Shields or Synthetics, add an additional 2d4 to the damage roll.
Rank 1 - As a Main Action, fire superheated plasma at a single target within 4m. Ranged Talent Attack Roll. Deals 1d6 Tech Damage.
Rank 2 - Talent range increased to 6m.
Rank 3 - Damage increased to 2d6.
Rank 4 - Incinerate now ignores defence resistances, dealing full damage against Barriers, Shields, and Armour.
Rank 5 - On a successful attack, targets are now inflicted with Burning for 2 rounds. (Also benefits from ignoring resistances)
Rank 6 - Talent range increased to 8m.
Rank 7 - Damage increased to 3d6.
Rank 8 - A successful attack against a target already suffering from Burning will now inflict them with Panic.
Rank 9 - Burning now lasts for 4 rounds.
Rank 10 - On critical hits, Incinerate now affects all creatures within 2m of the target.
Rank 1 - As a Main Action, target an opponent you can see and hack their equipped weapon. The next attack roll they make with this weapon has disadvantage. Does not affect mechs/synthetics.
Rank 2 - If used against a mech/synthetic opponent, instead their Friend-Or-Foe system is scrambled and they will attack the closest visible creature on their turn.
Rank 3 - If a sabotaged target fails their attack roll, their weapon overheats and must be vented before it can be used again.
Rank 4 - If used against a mech/synthetic opponent, their Friend-Or-Foe system is overridden and they are now allied to you until the start of your next turn.
Rank 5 - If a sabotaged target's weapon overheats, they now also suffer 1d6 Tech damage.
Rank 6 - A sabotaged mech/synthetic will attempt to move towards its former allies and draw fire away from the hacker.
Rank 7 - Weapon overheat damage increased to 2d6.
Rank 8 - Duration of Sabotage on mechs/synthetics is increased to 2 turns.
Rank 9 - Targeted opponents now also suffer from Dampened and are unable to use any Talents.
Rank 10 - If a sabotaged mech/synthetic is defeated, it will self destruct and cause 2d6 damage to all creatures within 1m.
Rank 1 - As a Main Action, spray potent corrosive liquids into a space within 1m. Creatures within the space must make a Body save. On a failure they take 2d4 Tech Damage and half as much on a success.
Rank 2 - Spray now affects all 3 squares in front of your token, up to 1m.
Rank 3 - Damage increased to 2d6.
Rank 4 - Poison Spray now leaves behind a cloud of thick opaque gas in each affected square, this lingers until the end of your next turn. Creatures within these squares are Blinded, but attack rolls against them suffer a -1.
Rank 5 - Poison Spray now affects all 3 squares in front of your token, up to 2m. (a 3x2 grid)
Rank 6 - Damage increased to 2d8.
Rank 7 - Creatures who are blinded by the gas and then leave the square remain blinded until the end of their next turn.
Rank 8 - Spray now affects all 3 squares in front of your token, up to 3m. (a 3x3 grid)
Rank 9 - Damage increased to 2d10.
Rank 10 - Gas cloud now lasts up to 3 turns.
Rank 1 - As a Main Action, perform a scan of a target's systems and calculate the optimum attack. The enemy must perform a Mind save, on a failure, your next attack roll against them has advantage and they gain no benefit from invisibility or cover.
Rank 2 - On a successful scan, you receive a readout on the target's currently equipped items.
Rank 3 - On a successful scan, your allies also gain advantage on their next attack roll against the target.
Rank 4 - On a successful scan, you and allies receive a readout on the target's current HP, Armour, Shields, and Barriers.
Rank 5 - You can now attempt a scan of up to 3 targets simultaneously. Each target performs a separate Mind save.
Rank 6 - On a successful scan, you and allies receive a readout on the target's weaknesses and resistances.
Rank 7 - On a successful scan, your next 2 attack rolls against the target have advantage.
Rank 8 - You can now attempt a scan of up to 6 targets simultaneously.
Rank 9 - On a successful scan, all attack rolls against the target have advantage.
Rank 10 - You can now use Target Painting as a Bonus Action.
Rank 1 - Technically a misnomer due to the lack of traditional ammunition. You have instead modified your weapons to imbue an electrical charge onto its projectiles. Lasts until your next long rest (Once activated, it can be toggled on and off at no additional talent cost). Whilst active, deal an additional 1 Tech damage on ranged weapon attacks.
Rank 2 - Tech damage bonus on ranged weapon attacks increased to 2.
Rank 3 - On a successful attack against Shields/Synthetics, any other Shields/Synthetics within 1m of the target also take 3 Tech damage.
Rank 4 - Tech damage bonus on ranged weapon attacks increased to 3.
Rank 5 - If your ranged weapon attack fully depletes Shields or defeats a Synthetic, you may Vent your weapon as a free action on the same turn.
Rank 6 - Tech damage bonus on ranged weapon attacks increased to 4.
Rank 7 - If your ranged weapon attack defeats a Synthetic, it will explode, dealing 1d4 Tech damage to all creatures within 1m. Increase to 2d4 if defeated by a critical hit.
Rank 8 - Tech damage bonus on ranged weapon attacks increased to 5.
Rank 9 - On a successful weapon attack roll against a Synthetic target, they must make a save of their choosing. If their save roll is lower than your attack roll, they are Incapacitated until the end of their next turn.
Rank 10 - Tech damage bonus on ranged weapon attacks increased to 6.