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TECH Tech Talents: This feature allows you to access the

The tech is a class about hacking, dealing with Tech Talents, special talents granting you mundane
technology and science along with the Saurian experts. abilities about technology and “spell-like” features
A Tech can be obviously of any race, but Saurian Techs related to science. You become Novice in a Tech Talent
tend to be pretty common. In the last few years, some of your choice. You will gain more through level
elves outsiders seem to get more involved with progression.
scientific knowledge, just to get away with the idea of
the “elf shooting fireballs and staring at the moons”. Blasting: You become novice in the Blaster Pistols
A Tech is an unusual class, developing scientific Style talent.
arts and crafting skills.
Primary Abilities: Accuracy, Dexterity, Intelligence, Tech Stunts: you get access to a specific set of stunts
Willpower. called Tech Stunts, which relates to time, resources
Secondary Abilities: Communication, Constitution, and any other relevant factors concerning invention,
Fighting, Perception, Strength. hacking and other legal… or illegal activities.
Starting Health: 20 + Constitution + 1d6
Weapon Groups: Brawling and Blaster Weapons. Note: as you will notice, Techs don’t get Specialization
talents like other classes. Instead, they gain a regular
talent degree at any level they would gain a
Specialization degree. A Tech is considered a Rogue to
qualify for Talents, but can never reach the master
degree on regular talents.

LEVEL 2
New Ability Focus: You gain one of the following ability
focuses: Accuracy (Blaster Pistols), Dexterity (Piloting)
or Intelligence (Engineering).

LEVEL 3
New Tech Talent: You become novice in a tech talent
CLASS POWERS or gain a degree in one you already have.
Techs gain the following powers at the specified level.
LEVEL 4
LEVEL 1 New Talent: You become a novice in a new talent or
Hacking: You gain the ability focuses Intelligence gain a degree in a talent you already have.
(Computer) and Intelligence (Scientific Lore). You are a
real guru while handling computers, data readers, LEVEL 5
calculators and other tech-processors. New Tech Talent: You become novice in a tech talent
or gain a degree in one you already have.
LEVEL 6 LEVEL 14
New Talent: You become a novice in a new talent or New Talent: You become a novice in a new talent or
gain a degree in a talent you already have. gain a degree in a talent you already have.

LEVEL 7 Skilled Tech: Choose one of your Intelligence focuses


New Tech Talent: You become novice in a tech talent related to science (Computer, Engineering and the like).
or gain a degree in one you already have. Increase that focus’ bonus by 1 (if you already
increased that focus to +3 after, now it is +4).
Stunt Bonus: You are so skilled while operating
Computers that you can perform the “I thought it was LEVEL 15
broken” stunt for 1 stunt point instead of the usual 2. New Tech Talent: You become novice in a tech talent
or gain a degree in one you already have.
LEVEL 8
New Talent: You become a novice in a new talent or LEVEL 16
gain a degree in a talent you already have. New Talent: You become a novice in a new talent or
gain a degree in a talent you already have.
LEVEL 9
New Tech Talent: You become novice in a tech talent LEVEL 17
or gain a degree in one you already have. New Tech Talent: You become novice in a tech talent
or gain a degree in one you already have.
LEVEL 10
Stunt Bonus: You are trained to dangerous operations LEVEL 18
and incursions. You can perform the Infernal Havock Lord of the Machines: Once per encounter, you can
stunt for 3 stunt points instead of the usual 4. generate 2 stunt points on the tech stunts table even if
LEVEL 11 you didn’t get any. The test still needs to be successful.
New Tech Talent: You become novice in a tech talent
or gain a degree in one you already have. LEVEL 19
New Tech Talent: You become novice in a tech talent
LEVEL 12 or gain a degree in one you already have.
New Talent: You become a novice in a new talent or
gain a degree in a talent you already have. LEVEL 20
Epic Tech: Pick one type of stunt (combat, exploration,
LEVEL 13 roleplaying or tech). You gain a +1 bonus when
New Tech Talent: You become novice in a tech talent generating stunt points of that type.
or gain a degree in one you already have.
TECH TALENTS Standard Tech Stunts
Tech talents are an easy way to give depth to Tech SP Cost Tech stunt
characters. They work similarly to any other talent, 2 Skillful Technician: until the end of your next
having the usual three degrees, but in a more round, you can reroll any failed test involving
straightforward manner. Almost every Tech Talent is Computers, Engineering or some other forms
related to a focus you must have to qualify for it (along of scientific activities.
with the required ability score). Tech Talents give extra 2 I thought it was broken!: you can figure out
means to be successful while performing technology how to repair a broken piece of technology
related tasks, through rerolls, advanced tests bonuses with a single glimpse. You may even not be
and degrees of success manipulation. exactly sure on how you did it. The object must
Every tech talent is named after a specific be somewhat intact. It works in a limited
focus. I don’t list class requirements, since this talents manner, but you can still use it as intended for
are meant to be taken by Tech characters only, unless a number of rounds based on the degree of
you want to... success (stunt die value on the test generating
this stunt).
...ADD TECH STUNTS AND TECH TALENTS WITHOUT 3 Not that Difficult: you can perform an hacking
ADDING THE TECH CLASS or engineering action halving times and
If you like to add this talent system along with the tech resources. If you were trying to restart a
talent table, just let any class qualify for them. Easy and “broken” computer it would take a bunch of
simple. I recommend to raise by 1 any talent seconds, while others would have been
requirement, so to keep a bit “unique” the feel of an involved in the process for minutes or hours.
actual tech “theme”. 4 Infernal Havock: you learnt how to create
short havocks on pieces of technology. You
still need to be in a relatively limited space
where more technological devices can interact
one with another. You send a number of coded
impulses through a computer or just work on
cables. The Havock renders all nearby devices
useless. The GM has final word on which device
can be considered “immune” or even more
involved into the Havock, so that it can receive
long term damage. Note that your
technological devices are subject to the
havock too. The havock duration depends on
the degree of success, expressed in rounds.
COMPUTER Journeyman: You can now halve the cost and time
needed to create or repair computers, data readers
Requirement: Intelligence 3 or higher and the and more complex devices like heavy blaster pistols
Intelligence (Computer) focus and longarms.

You are a master of Computers and similar processors. Master: You can now halve the cost and time needed to
Novice: You can reroll any failed Intelligence create and repair any device, like cyber limbs.
(Computers) test while operating Computers,
Calculators, Data Readers or similar systems (would
them be hardware or software). You must keep the SCIENTIFIC LORE
second result. Requirement: Intelligence 2 or higher, Intelligence
(Scientific Lore Focus)
Journeyman: While performing an advanced test
involving the Intelligence (Computer) focus (as for an You are the man for science lore.
hacking process), you add +1 to the result of any stunt
die. This allows you to reach the threshold faster. Novice: Once per encounter, you can reroll any failed
Intelligence (Scientific Lore) test. You must keep the
Master: You get a +1 bonus to any Intelligence second result. While in the presence of you, allies can
(Computer) test requiring degree of success. benefit of this feature.

Journeyman: Once per encounter, while gathering


ENGINEERING materials, studying or creating devices, you can
Requirement: Intelligence 3 or higher and the perform the Efficient Search and Speedy Search
Intelligence (Engineering) focus exploration stunts for 1 stunt points instead of the usual
2.
You are a fabled inventor.
Note: Usually, creating a device depends on its Master: Once per encounter, you can roll an
complexity and rarity. To simplify this, follow these Intelligence (Scientific Lore) test twice and keep the
guidelines and apply the Engineering Tech Talent best result. Increase the value of the Intelligence
bonuses as you see fit. Repairing such devices requires (Scientific Lore) focus by 1.
half the amount of time and resources spent to create
them.

Create Simple Devices: 4 days, 200 cp.


Create Advanced Devices: 8 days, 400 cp.
Create Complex Devices: 14 days, 1000 cp.

Novice: You can create basic technological devices


with ease. You halve the time and resources needed to
create dada disks, calculators, binoculars, power
blades and light blaster pistols.
from the Blue Rose AGE game) or some other form of
penalties, like a -2 to Intelligence and Perception tests
for a limited amount of time. This power costs 4 TP and
lasts for 5 minutes. You can activate or dismiss it as a
major action.

Journeyman: You can now manipulate the


technological forces without the actual need of a device
while improving your perceptions. You can “hear” the
communication coming from two or more headset
connected within 1 mile. You can actually send some
codes and command lines through the technology flux
you perceive through the Novice degree’s power of this
talent. You must spend 6 TP to activate this power and
2 TP for every “interaction”. Interacting requires an
TECHNOMANCY Intelligence (Scientific Lore) test with a variable TN (not
Requirement: Intelligence and Willpower 2 or higher, lower than 13).
Intelligence (Computers) and Willpower (Self-Discipline) You also gain 1d6 TP.
focuses
You are so tied to the tech aspect of your life Master: You can enter Technomancy Mode with the
that you someway feel part of it… and you actually are. Activate Action and by spending 8 TP. While in this
mode, you get a +2 bonus to any Intelligence
NOTE: You gain Technomancy Points (TP) equal to 10 + (Computer) or Intelligence (Engineering) test. While in
1d6 + your willpower. You can use them to perform the this state, you can perform the “Not That Difficult” tech
feats gained through this talent. stunt for 2 stunt points instead of the usual 3.
Remember then there is no web or internet in Valkana.
Technomancers and Techs in general seem to replicate
something like that through the use of this power, even
if actually without the aid of a device. This might lead to
think that even technology is a form of magic, probably
of ancient origin.

Novice: You can concentrate for 1 minute and “feel” the


presence of technological issues, transmissions and
anomalies. You can feel the presence of an upcoming
havock, the remains of such an issue or any other
scientific related sensation the air might be full of. This
senses can actually show you numbers, letters and
other codes appearing around you, which may cause
some short or long term consequences, usually
applying 1 level of Fatigue (if you use the Fatigue table
THE ART OF HACKING Computers
Since hacking is a peripheral matter in Valkana A Computer has 3 abilities:
campaign, but may be pretty engaging, I provide two - Processing
versions of it: the “Complex Version”, which includes - Firewall
many variables (still at a manageable level) to replicate - Countermeasure
systems like Shadowrun in a much more simple Processing includes attack, defense and “speed”. It is
approach; the “Simple Way” gives you a bunch of added as a bonus to any check while actively doing
straightforward rules which are not meant to be something or as a passive bonus to the Firewall value
realistic or to emulate anything. They just minimize the (Defense).
hacking impact, making Tech-like characters less Firewall represents Defense. It has a base of 10, but
focused on this type of incursion-based missions and can be improved installing better firewall versions,
more centered on crafting (maybe) or just being more which have a base of 11, 12, 13 and so forth. You add the
blaster mongers. Processing modifier to the Firewall value to calculate
In this version of the file, you’ll only read the total “defense” of the device. That’s the TN any
the Easy Way, since this document is meant to be hacker must roll against in order to hack.
used as a plug and play module to expand the Countermeasure this value is both the Armor Rating
Valkana experience. and the damage modifier added to any damage roll the
computer does.
HACKING (The Easy Way) You can hack interacting with a device or connecting a
These rules are much more straightforward than the Computer.
Complex Hacking Rules you will find in a later
supplement. We still have computers, the basic A computer includes a bunch of softwares which are
assumption of existing small intranet areas and the not described in detail, but it is assumed that the device
idea of devices and people capable to steal or alter will have enough basic functions to alert other
data from other devices and people. connected devices, counterattack or go into “block
mode” to oppose to any hacking attempt if you fail
Simple and Advanced Hacking badly.
Simple Hacking allows you to make a hacking attempt
worth a bunch of rounds in order to get some datas or
modify them pretty quick; Advanced Hacking is meant to
copy or edit a huge amount of data, alter a system in a
major way, up to completely destroying a system. When
you attempt Advanced Hacking, you must use a
Computer yourself, someway connected to the targeted
device.
How to Hack systems. Both you and the device make a roll every
If you just interact with the device, typing on it, opening round. The default TN is the opponent’s Firewall. A
it or whatever, you are making a Simple Hack. You must computer always rolls 3d6 + Processing (+ the
roll an Intelligence (Computer) test with a TN equal to Computer focus value of the owner, if controlled). Who
the Firewall value of the Computer being hacked. If you gets a success, adds the Stunt Die value to the
are successful, you get, delete, copy, edit infos based Threshold; who fails, does nothing. Who fails and gets a
on the Degree of Success (the value shown on the Stunt 1 on the Stunt Die, will generate a Hacking Mishap, as
Die). per the table below.
You can attempt as many times as you like, with The Threshold is equal to the opponent’s
each roll requiring a round. If you fail, you must wait 1 Condition value (so, to make an Advanced Hack on a
minute (4 rounds) to attempt a new hack test. In the Computer with a Condition value of 25, you have to
meanwhile, the computer may activate its own reach a Threshold of 25).
softwares to alert an owner, a mainframe or other
nasty stuff you might want to avoid. The Hacked Roll 1d6 Mishap
Computer makes an immediate Attack Roll using the 1 Not this!: You get a -1 to your next advanced
result of your roll as a TN (or the Firewall value of the hacking test and the device gets a +1 on its next
computer you’re using, if any, whichever is lower) and one.
goes on for all the rounds you are basically stuck trying 2 Damn!: The device steals a piece of information
to get back the control of the computer. This is from your computer. The data are not deleted,
repeated for every of the 4 rounds. just copied.
You can disconnect your device or just quit the
3 Gotcha!: The device makes an immediate attack
hacking attempt to avoid further damage and roll against your Computer. If it hits, it deals
consequences, or stay there, trying to oppose to the damage (thus lowering the threshold, if any
device counterattacks at the best of your abilities. damage is actually made).
After 4 rounds have passed, if your Computer
4-5 Difficult!: Roll 1d6 (4) or 2d6 (5). You add the
has still some Condition left, you can recover the
result to the hacked computer’s Condition (thus
hacking; otherwise, your Computer is malfunctioning or raising Threshold).
broken.
The GM should rule and describe what happens 6 Disaster!: Your reached Threshold goes back
to 0, then roll 1d6. That’s your current value.
in concrete, in terms of alerts, collateral damage and
the like.

Advanced Hacking
When you want to make major modifications or steal a
huge amount of data, you can get total control over a
machine and that’s handled through an advanced test,
opposed with the device you are trying to hack. In order
to make an advanced Hack, you must have a Computer
someway connected to the device.
When you start an advanced hacking, you can’t
do nothing else than hack and violate the target’s

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