Precondition: The character must have an Intellect or Intuition of 3 or higher, and a Tech skill of 4 or higher.
Core Trait: This tradition has three core traits; Genius, Mirror, and Sync. Each ability specifies which core trait is relevant.
- Genius: The characters understanding of advanced technology and their underlying concepts and components. Genius abilities focus on creation. (You possess the rare combination of intellect, intuition, and curiosity necessary to master precursor technologies. You know machines.)
- Sync: The characters synchronization with the technology they create and use and their comfort with using these devices. Sync abilities focus on use and enhancement. (You have achieved command synchronization through circumstance, intention, or genetic similarity. Machines listen to you.)
- Mirror: The characters integration with advanced technologies that grant them direct control or interface with artefacts. (You have a neural mirror implant, a physical interface which enables direct mind-machine interface. You dominate machines.)
Quirk: Multiple core traits; Genius, Sync, Mirror
Drawback: Many Sige abilities require specific pieces of equipment which the character must either find or construct. Constructing such gear is often expensive and finding it is usually difficult. Additionally, their abilities are typically channelled through some form of gear which can be damaged, stolen, or lost, making them more vulnerable than other traditions with innate capacities.
Advancement: Each core trait costs 7x new rank in XP to advance but Abilities don’t have ranks; all abilities operate at the rank of the relevant core trait. The character only needs to buy each ability once at a cost of 5xp each. The character can acquire as many abilities as they like.
Activation Cost: Each ability has its own activation cost.
Duration: Abilities last for 1 scene unless otherwise stated.
- Genius Abilities
- Codex Artefactum
- Folding Hut
- Jackal’s Touch
- Schematic Scribe
- Webwork Spider
- Sync Abilities
- Ancient Protection
- Daemon Sync
- Dissonant Operation
- Enhanced Barrier
- Honoured Guest
- Short Circuit
- Mirror Abilities
- Cool Down
- Discharge Cascade
- Embedded Memory
- Feared Presence
- Hostile Environment
- Luminous Adept
- Master of Lights
- Ortillery Strike
- Read Only
- Short Directive
- Cultural Variations
The character has the rare combination of knowledge, creativity, focus, and curiosity that are necessary to conceive of and construct advanced technologies and artefacts. This Genius separates them from even the best craftsmen, allowing them to succeed where generations of others have failed. The greater a characters Genius the more artefacts they can create and the greater their advancement and potential. There is no shortcut to advancing Genius; the character must study, deconstruct, create, refine their creations and those they find. A character cannot advance their Genius without creating something new with each Rank.
The character knows how to creates a housing of first age materials that can condense, capture, and contain a specific occult phenomenon to be used as a weapon or distraction. They can bend scouring arcane fire, flesh rending sound, poisonous shadows, and other strange forces to their will and advantage. To use this ability the character must construct the device and then “capture” the phenomena for this ability to work; an Arcanister is merely a device for storing it.
Each type of phenomena listed below requires a custom canister and costs 5xp to purchase. It takes 1 day to assemble the canister using salvage from a ruin or appropriately supplied workshop or using 100g worth of purchased components but no craft check is necessary. Once constructed the Arcanister requires an hour of exposure to the relevant source phenomena to capture it. The richest source of such phenomena is the Badlands, but other locales, individuals, and traditions can act as sources as well.
The trigger for a canister can be defined by the character at or after creation. The most common triggers are impact, tripwire, or manual. Once the canister is triggered the captured phenomena is released, filling an area of 10 meters squared with the effect being defined by the phenomena. This area of effect remains for a number of rounds equal to the character’s rank in Genius. After being used the canister can be reused but cannot ‘recapture’ the released Phenomena; the new charge must come from fresh exposure.
|Bane||Badlands||A toxic shadow that cripples and sickens.|
|Chill||Chillwaste, Shaper||A whirlwind of ice that can freeze a person solid.|
|Discord||Singer||A violent sound that can cause physical pain and injury.|
|Emotion||Singer||An entrancing sound that can manipulate the emotions.|
|Forces||Shaper||A burst of arcane force that can lift, push, or pull.|
|Healing Gel||Shifter, Tamaa||A cloud of healing spores that accelerates wound healing and regen.|
|Inferna||Badlands, Shapers||A whirlwind of fire that can and melt metal and flesh.|
|Kakaphonia||Badlands, Singers||A piercing sound that can wreak havoc on Linguists.|
|Kruven||Badlands, Shapers||A whirlwind of volcanic glass that can shred flesh.|
|Mist||Mujin||A dense and obscuring fog that seems to creep with horrors.|
|Reckoning Cry||Bellator||A ululating tone that terrifies most sapients|
|Ructor||Badlands||A gas that can melt flesh, fuse metal, or cause instant death.|
|Sandstorm||Nehep, Sandweaver||A vortex of sand that blinds and chokes any caught within.|
|Space-Time||Shaper, Empyrean||A burst of arcane force that can slow or hasten.|
|Tempest||Badlands, Shaper||An arc of lightning in a can.|
|Toxifer||Shifter, Wildlife||An aerosolized toxin cloud.|
|Transbiot||Shifter, Wildlife||A burst of resin, sap, spores, or capsaicin.|
The character is a gifted armourer, able to build and upgrade advanced armour and upgrades that protect wearers from deadly combat and perilous environmental conditions. The type of armour they can create and the cost to create them depends on their rank in Genius:
|Rank||Available Armour Types||Component Cost|
|1||Advanced Armour, Environment Suit (1 Feature)||1500g|
|2||Folding Armour (Recon, Technical), Folding Shields||2000g|
|3||Folding Armour (Assault, Sige), Barrier||5000g|
|5||Mantle, Helix Armour||10,000g|
The creation of a set of armour takes 1 week of downtime for each Rank (e.g. Advanced armour takes 1 week, Warsuits take 4), or twice that long if a character is splitting their time between adventure and crafting. Levelled Armour created this way is level zero at creation.
In addition to knowing how to make armour the character also knows how best to calibrate such gear and gains the following benefits:
- When Calibrating armour the number of calibration checks required is reduced by the characters Rank in Genius (minimum of 1).
- The experience cost to improve Warsuits is reduced to 6 times new level and the health bonus is improved by 1.
- The character can craft upgrades for armours that allow them to endure dangerous environmental conditions. See the list below for upgrades
|Heat Guard||Compensate for extreme environmental heat and even survive within fires for a short time.||500g|
|Cold Guard||Compensate for extreme environmental cold and even survive within a deep chill for a short time.||500g|
|Desert Guard||Compensate for sand and arid desert conditions and recycles lost water.||500g|
|Toxic Guard||Integrate oxygen storage and recycling and protect the wearer from Banes, Ructors, and toxic clouds and even provide limited aquatic capacity.||500g|
|Storm Guard||Endure Badlands storms such as Kruven, Inferna, and Tempests.||500g|
|Impact Guard||The suit has mechanisms to compensate for and protect the wearer from falls.||250g|
Note: This ability to be revisited on completion of the updated Corpus/Body system
The character knows the secrets of creating functional clatterjacks, a process thought lost to the cataclysm of the precursors. This is no small task, even for a one with the Sige Heritage, and the material and time cost can be significant. The type of clatterjack they can create and the cost to create them depends on their rank in Genius:
|Rank||Available Clatterjack Types||Component Cost|
|1||Alpha: Small chassis, 1.5 meters or smaller, typically non-humanoid in shape. This class of chassis is fragile but dextrous.||5000g|
|2||Beta: A medium sized chassis, 1.6 meters to 2.5 meters. A relatively uncommon chassis that offers a good balance between various aspects.||10,000g|
|3||Gamma: A large sized chassis, 2.5 meters to 3.5 meters. A durable and well engineered chassis type commonly used by both labourjacks and battlejacks.||15,000g|
|4||Delta: The largest chassis size, 3.5 to 5.5 meters. An exceedingly rare chassis used almost exclusively for warjacks.||100,000g|
|5||Epsilon, Reaver, Zeta: Advanced variants and Aerial jacks||Variable|
The creation of a Clatterjack takes 2 weeks of downtime for each Rank (e.g. Alpha takes 2 weeks, Delta takes 8), or twice that long if a character is splitting their time between adventure and crafting.
Upgrading a Junkjack to a Clatterjack reduces the time, cost, and difficulty of this check but does impose some new limitations on the companion (e.g. Helion core)
[Notes: Reaver = offensive, predatory, Companion = defensive, utility assistant]
The character knows the beating of mechanical hearts of precursor transport technology particularly well and is skilled at keeping even the ugliest and most patchwork vehicles operating. For each Rank in Genius the character cant take one of the following benefits:
- A Dash of Red: Permanently increase the standard pace of a Helion powered vehicle by 15%
- Just Smoke, No Fire: Hurrying checks on vehicles now only fail on 2 rather than 2-5
- Long Haul: The character can add one day to the standard work period for a vehicle.
- No Rest for the Wicked: The recovery time for a vehicle is reduced by ½
- Just a Little Fire: The character can ignore one component failure on a vehicle.
The character knows how to craft a device or system to make it nearly impossible to use, modify, or alter it without the character’s consent. With an hour focused work the character can make an Intuition + Technology + Genius check to secure a device or system, setting the difficulty of any attempt to command, decrypt, or alter it. Anyone other than the character seeking to access or modify the encrypted device must first have a bonus in Intellect + Technology in excess of the result in order to even make a check. They must then succeed on a number of decryption checks equal to the characters level in Genius in order to restore the device to its original state. Each check represents at least 1 hour of work decrypting the device. Note that this does not prevent an opponent from using indirect or social means to access a device, such as charming an operating device out of the hands of another, but it would prevent them from modifying the device in any way. (Trans-Sophonts and Heliar can challenge this ability if they have the relevant ability of their own.) (Aka Blackhood)
The character’s Genius is facilitated by the creation of a personal journal containing their insights and discoveries. Housed in a Luminar, Codices are rare and extremely valuable, containing insights and information that might otherwise be entirely lost to the world. Each codex is distinct, the result of its creators own process and quirks, but they all provide similar benefit to their creator; they are truly living documents, containing both static information and active routines and algorithms of use to the creator. A character with a Codice gains the following benefits:
- Process Storage: The Codex can contain a number of “pre-recorded” abilities that can be executed from within. The character records the activation process for an abilities and can unleash it at a later time without the regular stress cost. A codex can store a number of abilities equal to the characters rank in Genius. This can be multiple abilities or multiple copies of the same ability. Relevant Sige abilities are those with an associated stress cost below 5 (e.g. Clatterspeak, Dissonant Operation, Cover etc).
- Schematics Library: The Codex can store the characters Schematics and allows them to craft 2x their Genius rank in Schematics. The use of a common tool also reduces the cost to create a schematic by 1/2.
- Daemon Home: The Codex can act as primary or secondary storage device for a Daemon, ensuring there is always a current backup of this companion geist.
- Webwork Node: The Codex can be used as a Node in a webwork, acting as a safe entry point for excursions.
- Caller: The Codex can be integrated into an open Farcaller network for communication purposes.
The character knows how to create a special type of advanced geist known as a Daemon. These intelligences are often confused for Artilects, but Daemons are distinguished by their deep and integral attachment to their creators. Where an Artilect can operate on its own, long after any mortal creator has died, Daemons are an extension of their creator, influenced and enabled by their neurology and uniquely melded to it, unique to the character who created it. Daemons are versatile and useful entities that can assist with technology, conduct research, and provide companionship according to their creator’s desires. For example, the character can set their Daemon to conduct research while they continue working on their latest invention, or work on cracking a locked door while the character repairs a broken device, or even just act as a sounding board for their creator’s latest ideas. Daemon capabilities can be as broad or narrow as required but in their base state a Daemon can only interact indirectly with the physical world, through Luminars, Lightwalls, and Lenses. In order to give a Daemon a physical form the character needs to create a Corpus or Frame (such as using a Junkjack).
Aspects: Power N/A, Grace N/A, Intellect 0, Intuition 0, Personality 0, Appearance N/A, Will N/A
Fragile Casing: The housing for the Daemon has a structure of 3 Virtual: The Daemon is only able to manifest through other devices. It follows standard webwork rules regarding damage, but cannot be destroyed unless its casing is also destroyed.
Simple: The Daemon lacks any skills of its own to start but can use ½ its creators skill rank in a given Skill Loyal: The Daemon is unerringly loyal to its creator’s commands.
The Daemon possesses an average Intellect and acts accordingly, but its exact personality is determined by the creator or, at the players desire, the Storyteller can determine its characteristics.
The physical housing for a Daemon is typically small enough to be carried in a pocket or on a piece of jewellery. The component cost to construct this artefact is 500g but no craft check is necessary.
For each rank in Genius the character can add one of the following features to their Daemon, or come up with a new one with the Storytellers agreement:
|Scribe||A research function that assists with lore (+3 to Lore)|
|Locksmith||A functional library on first age locks, doors, and encryption (+3 to Tech Larceny)|
|Artisan||A functional library for crafting (+3 to Extended Craft)|
|Necromancer||A functional library on rebuilding otherwise irrecoverable first age operating systems (+3 to Complex Tech Repair)|
|Translator||A functional library for translating languages (Universal Language Trait)|
|Specialist||A functional library on a specific focus skill. (+3 to relevant skill)|
|Generalist||A functional library on a specific broad skill. (+1 to relevant skill)|
|Clever Geist||A modification to improve processing and memory (Intellect +1)|
|Watchful Geist||A modification to improve perception and awareness (Intuition +1)|
|Charm Geist||A modification to improve social skills (Personality +1)|
The character is particularly skilled in working with Helion engines, large devices which convert Helion energy into mechanical force. The character can operate, alter, and repair devices of the equivalent rank below without a check.
[A Helion Engine outputs an amount of energy equal to its Rank. The higher the Rank, the more powerful the engine, but also the more complex.]
|1||Local Engine||a building, facility, or a standard clatterjack|
|2||Block Engine||a traction engine, a factory, a Warjack or a block of buildings|
|3||District Engine||a locomotive, district, a relic, or a small aerial|
|4||City Engine||multiple locomotives, districts, technologies, relics, or a large aerial|
|5||Breach Engine/Throma||an entire nation, one or more celestial relics, or stranger mechanisms|
[It takes 2 of the preceding rank to make the subsequent one]
Using this ability the engineer can also get an engine of a lower rank to briefly operate at the output of an engine 1 rank higher by making a successful Intellect + Tech + Genius check at a difficulty of 18. The engine can operate at this enhanced level for a number of hours equal to the rank in Genius. This could allow an engineer to run a traction engine with a rank 1, or a locomotive with a rank 2 or briefly power a defensive system for a city using a normally insufficient power supply. A critical failure on this roll damages the engine while a critical success doubles the duration.
The character can construct a folding hut which allows the character to deploy a temporary shelter to make travel more comfortable and which can be improved to provide additional benefits. When activated in a large enough location the hut unfolds, providing shelter, cover, light, and basic protection from the elements. Up to 5 medium sized entities can occupy the hut with relative comfort and are protected from the elements and temperatures ranging from -10 to 40 c. The hut can provide this shelter for
The component cost to construct this artefact is 200g but no craft check is necessary.
For each rank in Genius the character can choose to upgrade their Hut in some way, choosing one feature from the list below.
|Extreme Temp. System||The huts climate control can shelter inhabitants from temperatures ranging from -100 to +100|
|Expanded Size||The hut can now house up to 10 medium sized entities, or 5 + mounts|
|Camo||The exterior of the hut has physical or virtual camouflage that makes it difficult to see. It gains +5 Stealth|
|Barricade||The entrance to the hut is secure and cannot be opened without a passcode or key determined by the creator. The difficulty to circumvent this key is 16 + the character’s rank in Tech + Genius|
|Environmental System||The huts interior is sealed from the outside and can be used in environments without air or where the air is toxic.|
|Sensorum Alarms||The hut is equipped with a sensorum which is constantly scanning the world outside, acting as an early warning system. The hut has a Perception rating of 16 + the character’s rank in Tech + Genius and can silently alert the Genius or loudly alert all occupants of anything approaching the shelter.|
|Hardened||The huts walls are reinforced, able to endure greater damage and provide superior cover against ranged attacks.|
The character knows how to deconstruct an artefact to derive the maximum worth in materials. Whenever the character derives salvage, they can use this ability to add their rank in Genius to their salvage roll. Using this ability, the character can also sacrifice an intact artefact to extract valuable components which can be easily carried. They derive an amount of raw components equal to the value of the intact relic in trade multiplied by the characters rank in Genius.
The character can cobble together a small mechanical companion. This odd little automaton seems to defy conventional clatterjack design, operating without Helion for power or intelligence. Instead they are able to harvest energy from more conventional or ambient sources and behave more akin to simple beasts. Though these limitations constrict them to the body the character constructs for them and limits their capacities, they are clever enough to be useful companions and assistants.
Junkjacks start as small machines, no bigger than a small dog or cat, with the following features:
Aspects: Power -4, Grace -1, Intellect -3, Intuition -2, Personality -2, Appearance -2, Will N/A
Fragile: The Junkjack has 5 structure and no armour. If destroyed it can be repaired with an Intuition + Technology + Genius check, difficulty 15. The number of checks required to repair the jack is equal to the level of the jack and each repair check represents a day of work spent rebuilding the machine.
Noisy: The Junkjack is not quiet and suffers -5 stealth
Daft: The Junkjack lacks any skills of its own and cannot make restricted skill checks.
Loyal: The Junkjack is unerringly loyal to its creators commands.
The machine possesses no complex intelligence of its own but can do the following:
- Obey simple commands such as “Carry this pack”, “Go find Intan”, “Follow the man with the gray cloak”, or “Move those boxes”, but it lacks any problem solving abilities and is easily confused.
- Carry on a basic conversation. Anyone interacting with the machine for any length of time will notice that it seems to either follow a script or pull keyword responses from some predefined response list.
- Remember individuals and locations if told to do so.
- Repeat a series of actions it is trained to do.
The component cost to construct this artefact is 300g but no craft check is necessary.
For each rank in Genius the character can choose to upgrade their Junkjack in some way, choosing one feature from the list below.
|Audio Processor||The jack gains rudimentary recording, mimicry, and audio playback functions|
|Hidden Storage||The jack gains an integrated and hidden storage compartment that requires an Investigate check against a difficulty of 15 + Genius to find.|
|Improved Chassis||The size of the jack can be increased and it gains +5 structure.|
|Dampeners||The jack is no longer noisy and does not suffer a stealth penalty.|
|Farcaller||The jack has a built in farcaller with one receiver which allows the holder and the jack to communicate while separated up to 1km per rank of Genius.|
|Folding||The jack can be folded up into a covert and easily carried shape.|
|Heat Engine||The jack can produce a warmth field to dispel environmental cold penalties|
|Heat Sink||The jack can produce a cooling field to dispel environmental heat penalties|
|Tool Suite||The jack is equipped with tools to enhance some specific skill check (e.g. compass and mapping for Travel, tools for Repair, or encyclopaedia for Lore) The character can substitute their Genius rank for a given focus skill relating to the tool chosen. (can be taken multiple times)|
|Redundancy||The jack has multiple redundant systems and gains a reroll on any check that would otherwise them.|
|Integrated Armour||The jack is equipped with integrated armour that offers B2|S2|P2 soak. (can be taken multiple times).|
|Integrated Weapon||The jack is equipped with an integrated weapon of the Sige’s choice. Attacks with this weapon are made with the appropriate aspect + the Sige’s rank in Genius. If the attack hits the jack only does weapon damage and not spread damage.|
|Refinement||The jacks flaws are corrected in some way, reducing its penalized aspects by 2 to a maximum of 0. Upgrading a Junkjack beyond this point requires Helion and the use of the Corpus crafting system and turns a companion into a full fledged NPC.|
|Daemon Bound||The jack is bound to the character’s Daemon, gaining the relevant bonus to Intellect and Personality. The Daemon can enter and exit this frame as needed but it takes 1 minute to do so.|
(Additional upgrades can be found in the world itself, recovered from ruins or fallen machines)
The character knows how to craft a Memetic Sigil known as a ‘Memeticar’ or ‘Icon’ which interferes with advanced technology that encounters and perceives it. These typically take the form of symbols applied a surface with specialized paint or pigment but can also be a carefully constructed object that embeds the icon within its design. Whatever the form the Memeticar takes, the icon can trigger a variety of debilitating reflexive responses in unshielded machines which are capable of scanning/perceiving the icon. To use this ability the character must spend 10 minutes and 10g in material. They also take 2 stress and make an Intellect + Technology + Genius rollto set a difficulty. Any machine which perceives the sigil must make a reflexive an Intellect + Technology + Core Trait against the established difficulty. On a failure they suffer the effect chosen at the icons creation while on a failure they are unaffected. For each rank in Genius the character can learn one of the following effects:
- Icon of Staggering: A machine which fails is staggered as they process the recursive symbol for rounds equal to the character’s Genius rank and suffers a -3 penalty to all actions during this period.
- Icon of Dissonance: A machine which fails enters a self-damaging state, causing unstable energetic discharges, straining pneumatics and myofibres, or causing the device to generally exceed its safe operating range. The machine takes damage equal to the characters Genius rank x2.
- Icon of Infection: A machine which fails lowers their natural defenses and suffers a 3d10k2- on checks to resist Possession or other attempts at external control.
- Icon of Blinding: A machine which fails has their sensorum blinded for rounds equal to the characters Genius rank.
- Icon of Silence: A machine which fails is unable to communicate either locally or remotely for rounds equal to the characters’ Genius rank.
- Icon of Noise: A machine which fails produces a defined noise such as a howl or laughter at the loudest volume it is capable of for a number of rounds equal to the character’s Genius rank.
- Dense Icons: A more complicated icon structure allows the character to double the duration of icon effects by spending 1 additional stress.
- Consistent Icons: A perfected approach to creating icons allows the character to make their effects more consistent. Difficulty can be set at 15 + Genius Rank rather than a roll by spending 1 additional stress.
Crafting a Memeticar takes at least 10 minutes and 10g in materials (inks). It takes twice the resources ant time if the character wishes to make the sigil covert, hiding it from regular perception. This ability costs 2 stress for each sigil created and each sigil can affect a number of targets equal to the rank in Genius before it loses its efficacy due to near field immune systems sharing common patches.
Prerequisite: Medicine 4
The character knows how to craft and upgrade medical artefacts, that can cure terrible diseases and heal grievous wounds.
- Mendikit: (Allows for advanced healing checks) The component cost to construct this artefact is 500g but no craft check is necessary. The character can also add their Genius rank to checks to upgrade a Mendikit.
- Biofoam: (Stops bleeding) The component cost to construct this artefact is 10g but no craft check is necessary.
- Syrette: (Heal 1 Health) The component cost to construct his artefact is 20g but no craft check Is necessary.
Prerequisite: Medicine 4
The character knows how to craft, implant, and upgrade advanced prosthesis and augmentations that can replace lost limbs and organs or enhance functions. At Rank 1 the character can work with Standard class prosthetics. At Rank 3 they can work with Advanced class prosthetics. At Rank 5 they can work with Apex class prosthetics. The cost to create a prosthetic is determined based on the type and rank but should start at 2,000g in components times the rank. The exact properties of the prosthetic should be discussed with the storyteller at the time of creation.
The character knows how to keep everyone’s artefacts and technical gear in the best shape. Assuming their cadre allows for it, the character can spend an hour a day maintaining and enhancing their tech, passively granting a +1 bonus to all rolls made to use artefacts.
The character can construct, operate, and improve an energy weapon known as a Scarabine. This complex weapon requires constant maintenance but is incredibly dangerous as it fires a beam of rending energy at targets. This finicky weapon only works in the hands of someone with a Tech skill equal to or higher than the creators Genius and anyone else trying to use the weapon suffers a penalty to any attack rolls equal to the Genius rank. The Scarabine does not use ammunition but does take time to recharge. This weapon does base damage of 4, has two shots, requires 1 round to recharge each shot. It works up to Far range but can be enhanced for longer distances. Attacks with this weapon can be made using the characters rank in Sync as a focus skill.
The component cost to construct this artefact is 500g but no craft check is necessary.
For each rank in Genius the character can choose to upgrade their Scarabine in some way, choosing one feature from the list below.
|Maille Melter||The weapon ignores one type of armour soak. It is still affected by Barriers and armours with the Advanced tag.|
|Blinding||The weapon can discharge a retina searing light that blinds enemies rather than injuring them.|
|Prism Shot||The weapon can be used to attack multiple enemies at Near range, hitting up to 2 additional targets.|
|Tuned||The weapon does an additional 2 damage (can be taken multiple times)|
|Burning||The weapon is tuned to do particularly grievous damage and can now negate regeneration.|
|Coherence||The weapon now works at Extreme range.|
|Multi-charge||The weapon can be charged for +1 attack before requiring a recharge.|
|Overcharge||The weapon can discharge two attacks worth of energy in one attack, doubling the weapons damage.|
|Collapsible||The weapon can be folded up and hidden with relative ease|
|Silenced||The weapon is silenced|
|Spyscope||The weapon gains a +2 to hit|
|Coded||The weapon has a defensive mechanism that prevents others from using it. This can be passive denial, or active countermeasures which inflict 1/2 the Genius rank in damage, or destructive countermeasures which inflict 3x the rank in damage if tampered with and destroy the weapon.|
The character can create schematics, complex documents that help with the construction, repair, and maintenance of advanced technologies. These documents can be used by the character or understood by anyone with at least 2 levels in the Technology skill. They do not supersede the need for the character to have relevant crafting abilities such as Armourer, Mendicraft, or Weaponeer
Creating a schematic requires the character to either build from scratch, or breakdown and reassemble an example of the technology they are documenting. The more complex the device the longer this can take, but the more valuable the schematic becomes as a result. The character must make an Intellect + Tech. + Genius check at a difficulty determined by the Storyteller. It can take anywhere from days to weeks to complete this task as the time it takes to create a schematic is increased by the need to record and explain details that might be intuitively understood by the Sige but which require clarification for future reference, but at the end of the process the character has produced a Schematic for the artefact in question. This schematic can be used in the following ways:
- Other characters without the Sige tradition who possess the schematic can attempt to construct the item in question. The number of components and the difficulty of the check are both doubled but they gain a bonus to their checks equal to the rank of the Schematic (the Sige’s Genius rank at the time of creating the Schematic).
- The character can use the schematic to gain a bonus to their own checks to build, modify, maintain, or repair this type of artefact OR reduce the number of components by the rank of the schematic to a minimum of 2
The component cost to create a schematic is 100g per level of Schematic due to the need for specialized disassembly tools, analysis lenses, prototypes and other materials, however the resulting schematic can be sold for much more to interested individuals. Skilled traders can fetch a value equal to the maximum value of the artefact multiplied by the rank of the schematic.
Note that a character cannot create more Schematics than they have ranks in Genius unless they have a Codex Artefactum.
The character can build a rudimentary firearm made of salvage and scrap. This cobbled personal weapon is a very distant relative to Canna, utilizing more rudimentary, but equally deadly, mechanisms and principles. This finicky weapon only works in the hands of someone with a Tech skill equal to or higher than the creators Genius and anyone else trying to use the weapon suffers a penalty to any attack rolls equal to the Genius rank. Ammunition for the scrapgun can be created from assorted scrap with an Intuition + Craft or Tech check at difficulty 15. Each success produces a full magazine at a cost of 5g of scrap. This weapon does base damage of 5 and has 3 shots between reloads. It works up to Near range but does 1/2 damage beyond that. Attacks with this weapon can be made using the characters rank in Sync as a focus skill.
The component cost to construct this artefact is 500g but no craft check is necessary.
For each rank in Genius the character can choose to upgrade their Scrapgun in some way, choosing one feature from the list below.
|Scattershot||The weapon fires a cloud of shrapnel that can hit 2 additional targets|
|Blast||The weapon does an additional +1 damage (can be taken multiple times)|
|Ironbiter||The weapon ignores 2 points of armour (can be taken multiple times)|
|Spyscope||The weapon gains a +2 to hit|
|Rifling||Works up to Far range and range penalties are halved|
|Whisperer||The weapon is silenced|
|Collapsible||The weapon can be folded up and hidden with relative ease|
|Extended Mag||The weapon holds 3 added shots before reload|
|Coded||The weapon has a defensive mechanism that prevents others from using it. This can be passive denial, or active countermeasures which inflict 1/2 the Genius rank in damage, or destructive countermeasures which inflict 3x the rank in damage if tampered with and destroy the weapon.|
|Canthrower||The weapon can launch an Arcanister or other similarly sized items|
Prerequisite: Medicine 2
The character knows how to distil a strong stimulant from common substances allowing them to go multiple days without sleep. For 5g in materials or a Forage check vs. difficulty 15 the character can gather the components to create a stim. It takes 10 minutes to craft the stim and anyone using the stim can remain awake without fatigue for 24 hours for each rank in Genius. Multiple stims cannot be used in a row; once the effects of one stim have worn off another Stim will not work until the character has had a full nights rest.
The character knows how to disable and remove a Binding without killing the wearer. They do not have to roll a check to disable these odious devices and they can add their rank in Genius to remove them.
The character knows how to craft an artefact known as a Verge, a rod or stave that can be used as a weapon and conduit through which to wield or enhance their other Sige abilities. Each Verge is unique, crafted from rare first age materials and customized to the patterns and preferences of the creator. While it can be used as a weapon which inflicts 4d blunt, it is more accurately described as a tool which can help the Sige with their work.
The component cost to construct this artefact is 250g but no craft check is necessary.
For each rank in Genius the character can choose to upgrade their Verge in some way, choosing one feature from the list below.
|Folding||The Verge is collapsible and can be easily hidden|
|Barrier||The Verge can project a weak barrier that soaks 10 damage for 1 round. (1/day)|
|Focus||The Verge can be used as a focus for an ability with a stress cost, reducing the stress by 1 point to a minimum of 1. (1/day)|
|Toolbox||The Verge integrates a full, high quality toolkit with detachable or reconfigurable elements that make it useful for repairs or other craftwork|
|Charge||The Verge carries a charge of energy either in embedded Helion or some other mechanism. It can power a device with a Rank below the characters Genius for at least 1 round, and possibly much longer if the system is sufficiently low energy (1/day)|
|Discharge||The Verge can discharge an arc of energy that harms organic creatures and staggers machines. This discharge does Genius Rank in damage and staggers a machine for Genius Rank in rounds. (1/day)|
The character is a gifted weaponsmith, able to craft and upgrade deadly precursor weapons. The type of weapons they can create and the cost to create them depends on their rank in Genius:
|Rank||Available Weapon Types||Component Cost|
|2||Sandblades, Traps and Grenades||2000g|
|3||Sige Weapons and Upgrades||5000g|
|4||Hand Canna, Longonn||10,000g|
The creation of a weapon takes 1 week of downtime for each Rank (e.g. Folding Weapons take 1 week, Longonn take 4), or twice that long if a character is splitting their time between adventure and crafting. Levelled weapons made this way are at level zero at creation.
In addition to knowing how to make weapons the character also knows how best to calibrate such gear and gains the following benefits:
- When Calibrating weapons the number of calibration checks required is reduced by the characters Rank in Genius (minimum of 1).
- Weapons calibrated by a Sige get 1 additional trait on every even level (maximum 7 traits)
The character knows how to craft a new Nexus and webwork between proximate devices. This process allows them to create a virtual space they can use for their own purposes, and connect it to a web of technology to which they have access and can surveil and influence the world. The number of devices which can be connected is equal to Genius rank x2 and the range between any individual device is equal to the Genius (1 room, 2 building, 3 district, 4 city, 5 region). The character is the master of this webwork and anyone attempting to access it must make a Tech check against a difficulty of 15 + Genius Rank to enter, move, control, exit, or otherwise accesses information on it without the Sige knowing. Note that this ability does not grant the connected devices any sensors they do not already possess; a connected Helion engine cannot see the world around it for example, but the storyteller and player are encouraged to be creative with what can be discerned about both the internal and external world of a connected device based on its construction. Without this ability the character is limited to interacting with systems to which they have direct access or can access through an existing webwork and cannot establish novel webs.
The character has an uncommon affinity and connection to First Age technology known as Sync. This allows them to interact with artefacts in an intuitive and integrated fashion, sometimes on an unconscious level. While Selenian Artifex often claim this trait is inherited, there are numerous cases of individuals with no family affinity developing this talent. The stronger the Sync the more advantage the character can derive from advanced technological devices. Improving one’s Sync requires practice and exposure to new artefacts and technologies.
The character is in sync with protective artefacts such as advanced armour, barriers, and halos. The character gains the following benefits from this ability:
- Halo: Number of ranged intercepts is increased by 1 for each rank in Sync
- Barrier: Barrier damage capacity is improved by 2 points for each rank in Sync
- Armour: The character can use their level in Sync for levelled armours rather than needing to do manual calibration
The characters sync has allowed them to learn and speak in the extremely difficult to reproduce language of Clatterspeak, granting them a variety of advantages:
- Machine Friend: They gain a bonus to personality and socialize rolls with Artilects and Heliar equal to their rank in Sync.
- Directives: The character knows key clatterspeak phrases enabling vocal access to devices that would otherwise not respond. The character can now make Intuition + Technology checks with machines they have only vocal access to. This doesn’t guarantee the machine will obey and phrases are complex and tonally sensitive, with each phrase only working on a single targeted device, but the character no longer needs to make a direct interface with most machines to interact with them.
- Feedback Loop: The character can construct phrases that recursively distract and confuse artilects who are driven to decipher them. This is akin to “stunning” a machine by forcing it to do impossible maths or overwhelming it with data. The machine in question halts its actions in order to process and validate the characters’ speech. To do so the character makes an Intuition + Technology + Sync vs. the machine’s Intellect + Technology + Core Trait. If the character succeeds the machine is stunned for a number of rounds equal to their Sync rank and suffers a -3 penalty to defensive actions. If the machine is successful, they are able to act without issue. The character can use this action while doing other actions on their round. This ability can only be used on one machine at a time.
Using this ability costs 1 stress. This ability is also known as “Creaking” due to the sound made.
The characters sync is particularly strong when dealing with first age fabrication technologies such as Armourers, Looms, and Constructors. By overseeing such devices the character imparts the following advantages:
- Reduce the charge requirement by 1 (minimum 1)
- Reduce Materia costs by an amount equal to their Sync rank (minimum 1).
- Make minor modifications to fabricator output without a check
- Any locked design is unlocked for the character.
- Apply their level in Sync to any checks relating to use, repair, or maintenance of a fabrication artefact.
The character can become so in Sync with their Daemon that they can use them to enhance their abilities even further. Pick one feature the Daemon possesses such as Scribe, Locksmith, Artisan, Necromancer, Translator, or Specialist. The bonus this feature gives is now equal to the character’s rank in Sync. This can only be taken for one feature but the ability can be taken multiple times.
The character can use their Sync to induce a machine to enter a self-damaging state, causing unstable energetic discharges, straining pneumatics and myofibres, or causing the device to generally exceed its safe operating range. The character can cause an amount of damage to a machine equal to their Sync rank x2. Intelligent machines such as Heliar can reflexively defend against this attack by rolling an Intellect + Tech + Core Trait versus a difficulty of 13 + Sync. This ability costs 3 stress to use. (Aka: Dangerous Operation)
The character has control over a large amount of Dust and can create effects over larger areas or have more effects active at once. Any Dust ability which affects multiple targets (Ambience, Stormblade, Thunderhead, Quicksand, Cover, Scour) now affects twice as many and the character can have a number of Sand abilities equal to twice their rank in Sync active simultaneously. Additionally, the character can create an area shielded from the frequent sand and dust storms found in Nehep as well as the more violent Kruven ‘glass storms’ which occur in the Badlands. (For reference purposes the size of the characters dust cloud is now tied to their Sync with each rank representing an increasing cloud (1m3/3m3/5m3/10m3/50m3)).
The character’s Sync with the Red Sand focuses on defensive uses. Taking this ability allows the character to choose one feature from the list below for each rank in Sync the character has or gains:
- Cover: The character can coalesce their normally diffuse sand into a pseudo-barrier or cloud that offers cover against a ranged attack. A barrier offers full cover for a number of individuals equal to the characters rank in Sync while a cloud covers twice as many individuals (Sync x2) but offers only partial cover. Both effects last for a number of turns equal to the characters rank in Sync. The cloud can also be used as concealment and characters in the cloud gain +5 to their Stealth checks as they are hidden and their footsteps are muted.
- Dune Armour: The character can coalesce sand to encase themself or someone else in a reactive armour with a general damage soak equal to the characters rank in Sync. This ability costs 2 stress to use and lasts for 2 rounds per rank in Sync. This ability can be used reflexively and does not take an action but cannot be used after an attack has been rolled against a target.
- Cloud Parry: The characters dust reflexively reacts to attacks against them, hardening to parry attacks. The character can spend 1 stress to add their rank in Sync to a parry check against an attack.
- Circle: The character can delineate a boundary using their sand, marking a door, windowsill, or other entry way. They become intuitively aware of any creature which crosses the boundary and dust adheres to those crossing the boundary, allowing the character to sense the interloper’s movement and location for 7 hours. The dust is also able to convey a general sense of the danger posed by the creature but the distance of transmission is dependent on the character’s rank in Sync (10m/100m/1km/10km/100km). This ability costs 2 stress to use but allows the character to have a number of boundaries equal to their rank in Sync.
Quicksand: The character can create an area of loosened terrain beneath a target, trapping them in place and penalizing their actions until they can escape OR moving the targets a short distance. This ability can affect a number of targets equal to the characters rank in Sync and either force a Dodge check versus a difficulty of 14 + Sync OR move the characters a number of meters equal to Sync (if terrain permits).
The character’s Sync allows them to enhance the functionality of Barriers, changing their effects. Taking this ability allows the character to choose one feature from the list below for each rank in Sync the character has or gains:
- Mastery: The character can choose to their level in Sync instead of the Barrier level to determine its damage capacity each round.
- Shock Barrier: By spending 2 stress they can choose to manifest a barrier which shocks enemies who try to melee attack or pass through the barrier. This shock causes the Barrier rank in damage to each target trying to enter the barrier but depletes the barrier soak by the amount discharged. This effect lasts for as long as the character maintains it or until the barriers soak is fully depleted.
- Opaque Barrier: By spending 1 stress they can choose to manifest a barrier which obscures all characters within or behind it at the cost of 1/2 the soak. This effect lasts for as long as the character maintains it.
- Reflective Barrier: By spending 3 stress they can choose to manifest a barrier which reflects attacks back at the attacker. This effect lasts for 1 round per rank in Sync and attackers get a defense check against the reflected attack but must beat their own original attack roll to avoid being hit.
- Absorptive Barrier: By spending 5 stress they can choose to create a barrier which absorbs the energy of enemy attacks. This energy can be used to power artefacts or it can be discharged at the end of its duration of 3 rounds in either a burst (1/2 total damage to all targets within Barrier rank in meters) or a blast (full damage to one target)
The characters Sync allows them to intuitively discern illusions from reality. They can recognize any illusion cast with a lightcaster with a level lower than the characters rank in Sync.
The characters Sync marks them as friendly to First Age defensive systems. They can pass through traps, doors, and other passive defensive mechanisms without triggering them and active defenses are slow to engage them. For each rank in Sync the character can ignore one local defensive system such as fulgur traps, a series of turrets, or defensive motes. While these devices will no longer passively perceive the character as a threat, they can void this exemption by attacking the device or violating other directives such as injuring or damaging protected people or items. If an artefact is triggered in such a way the character can add their rank in Sync to defense checks as the device operates sluggishly in response to the character. This effect lasts for a number of rounds equal to the characters Sync x2. This ability does not have a stress cost and does not work on artefacts with Average level artilects or higher.
The character’s Sync with the Red Sand is more developed, allowing them to exercise finer control over the clouds. For each rank in Sync the character can choose one of the following abilities.
- Burrow: The character can create passages and tunnels. This works best in less solid substances like sand and dirt but can also work on rock, brick, and concrete at a decreased speed. The character can burrow through 5 meters of soft material or 1 meter of hard material per minute per rank in Sync. This ability costs 3 stress to activate but does not cost additional stress to maintain if the character can focus on the effort. Because the character using this ability is both burrowing and reinforcing the passage, if the character loses focus (e.g. due to being attacked and failing a concentration check), the tunnel loses its reinforcement and the ST may check to see if it collapses. The character must also spend the stress again if they wish to restart the action. This ability does not work on Orick.
- Shamir: The character can call upon their dust cloud to aid them in crafting or repairing inorganic substances such as stone and metal, returning rusted gear to ideal condition, fixing a cracked bridge or pillar, or crafting new pieces of equipment. The scale of aid possible varies depending on the characters rank in Sync. The character can add their Sync rank to craft and repair rolls with this ability, using the sand to sharpen edges, polish material, or remove mass.
- Locksmith: The character can destructively lock or unlock a doorway, fusing or abrading key surfaces and elements. This ability costs 2 stress to use and the lock in question is always destroyed by the process.
- Conjure Tool: The character can create a tool or simple item such as a hammer, screwdriver, or prybar. The breadth of objects possible to conjure is determined by the ST and the local materials but the item itself is always of standard quality, making it functional but not exceptional in any way. This ability does not cost any stress to use and the item maintains its cohesion only so long as this ability is in use, after which it dissolves back into the cloud and raw material.
- Pillar and Plank: The character can temporarily coalesce their cloud into a solid mass, creating a vertical or horizontal shaft of material wide enough to stand or walk on. The size of this object is equal to 1 meter per the characters rank in Sync and lasts for 1 round (6 seconds) per rank in Sync before it dissolves back into the cloud. This ability costs 1 stress to use. This object cannot form in an area where there is an obstruction and cannot be used as a weapon.
Prerequisite: Medicine 2
The character is particularly in sync with precursor medical and healing artefacts, a difficult type of technology which requires a combination of technical and medical skills as well as grace and intuition to use. Whenever they use any form of medical technology to heal someone, they heal 1 additional point of damage per rank in Sync. They can also use healing artefacts to reduce the pain and impairment of injuries they are not able to fully mend. By diminishing the pain felt by a target the Sige can remove pain-related penalties from wounds for a number of hours equal to their rank in Sync, with the limitation that they cannot remove penalties related to a lost limb or organ. This ability can only be used once per day.
The characters Sync means they are never truly lost; the world is mapped to them in the relative distance to the artefacts and relics hidden throughout the world. Even in the depths of the most blinding sandstorm or confusing ruin they always know how to escape, so long as they’ve seen such a landmark. Using this ability, the character can determine their relative location to a landmark artefact they have designated. They can do this without a check and then retrace their steps to that landmark, even in the pitch a subterranean cave, the confusion of a labyrinthine ruin, or the howling chaos of a Badlands storm. This ability costs 1 stress to use and the character needs to specify the artefact they wish to return to, and they can do so. This ability can also be used to add a +3 to Travel checks used to determine the length of a journey. (AKA: Dead Reckoning)
The characters presence can temporarily enhance the functions of an artefact granting a single bonus to an artefacts operation equal to the characters Sync rank. This type of overclocking can be done for 1 stress out of combat or 3 stress while in combat.
The characters Sync with their Daemon is strong enough that they can use it to possess other devices. The Daemon can execute an attempted takeover of a device and gains a bonus to do so equal to the character’s rank in Sync. The daemon can control a number of simultaneous devices equal to the character’s rank in Sync.
The character is particularly adept at Syncing with Sige artefacts such as weapons and armour. When this ability is used the can skip a calibration check of a level equal to their rank in Sync. For each rank in Sync the requirements for using a Sige artefact are also reduced by 1. For example, a character with Sync 2 only needs a Grace of 1 to wield a Helion Blade, an Intellect of 1 to wield a Gravity Spear, or a Power of 2 to wield a Tremor Hammer. The character can only use this ability to achieve resonance with a number of artefacts equal to their Sync rank. A character can desynchronize with an artefact as an action, but they cannot resynchronize until they have had a full night’s sleep and must take the synchronization time to do so.
The character has Sync with a very rare form of ancient technology known as ‘Red Sand’ or ‘Dust’; clouds of microscopic machinery normally hidden to the human eye which are found primarily in deep sands of Nehep. With training the character can learn to use their Sync to control this particulate, forming ‘clouds’ they can direct with their intentions. Each use of this group of abilities depletes the cloud slightly and the character can only use a number of simultaneous Sand abilities equal to their rank in Sync. Taking this ability allows the character to choose one feature from the list below for each rank in Sync the character has or gains:
- Ambience: The character can modify the temperature within their cloud, cooling or heating the area around them to make it more or less comfortable. The ambient temperature can be adjusted up or down by 10 degrees per rank in Sync but the temperature is always diffuse (it cannot be used to ignite or douse a fire for example). This ability costs 1 stress to use and lasts for 1 scene.
- Dust Devil: The character can use their cloud to temporarily coalesce a small animate creature that can provide minor assistance. This creature is neither intelligent nor independent, relying on the character to direct its actions. It has a Power equal to the characters’ Sync and an effective intellect of -4 + Sync and has no martial skill. This ability costs 1 stress to use and the creature coheres for 1 scene. The shape of this creature is highly mutable, shifting like the sands it is made of to best achieve the task at hand.
- Itch: The character can use their control of dust to annoy or distract a target. When using this ability the character selects a target and they take a penalty to physical non-combat actions equal to the characters level in Sync. This ability does not cost any stress to use and lasts for a number of rounds equal to the characters rank in Sync.
- Sandbotage: The character can damage and impede machinery in a subtle manner, “putting grit in the gears”. The item in question takes a penalty to operation equal to the characters rank in Sync for a scene or until repaired. This ability costs 2 stress to use.
- Thunderhead: The character can use their sand to generate low-level illumination or a flash of blindingly bright light. Generating general lighting has no cost but triggering a blinding flash costs 2 stress and affects all characters within the cloud (typically 1 character per level of Sync). Only the fast witted can avoid the effect of this power. The ability affects all targets with an Intuition below the Sync rank. Characters with an Intuition of 5 are always quick enough to close their eyes or avert their gaze
The character’s sync makes them an intuitive technician, often able to approach a technical problem from a different angle than others. As a result, they are often willing to do things others might consider unconscionably dangerous, such as using this ability. When activating this ability, the character can cause a specified machine to go haywire. A clatterjack may fall into a berserk, a door may begin opening and closing seemingly at random with significant force, a luminar may begin emitting blinding blasts of light, or a canna may misfire. The exact results of this ability are random, but the general effect is always the same; breaking something in a disruptive manner. The character must have at least 10 minutes of interrupted access to the machine in question and can set a trigger or timer when the effect will occur. Once this trigger is set the player should roll 2d10 and consult the chart below for the result. This ability costs 2 stress to activate.
|2||The targeted device malfunctions spectacularly, causing catastrophic damage to itself and anything nearby. [5d10 damage]|
|3-13||The targeted device malfunctions in a significant but not damaging way. It is extremely distracting and difficult to bring under control.|
|14-19||The targeted device malfunctions in a significant and damaging way, causing damage to itself and anything nearby. [2d10 damage]|
|20||The short circuit is as minor or severe as the character desires. They can choose any of the effects they wish.|
The character Sync with the Red Sand focuses on crafting weapons and harming others. Taking this ability allows the character to choose one feature from the list below for each rank in Sync the character has or gains.
- Conjure Weapon: The character can create a weapon of Red Sand. This ability costs 2 stress to use and the shape of weapon can include one of the following and must be specified when taking this ability.
- Cryx: An armour damaging dagger. (5d) [Can create a number equal to Sync]
- Dustquarrel: A quarrel of arrows, bolts, or sling-bullets. (+1d) [Can create a number equal to Sync]
- Grit Gauntlet: Sand hardens to covers the fists (4d)
- Conjure Infernal Weapon: The character can create a more advanced weapon of Red Sand. This ability costs 2 stress to use and the shape of weapon can include one of the following and must be specified when taking this ability. Taking this feature allows all conjured weapons to last for a scene; a character can repeatedly conjure the weapon within the scene without spending the stress multiple times.
- Siltspear: A throwable spear. (6d / AP2)
- Dustwhip: A flesh rending lash. (4d / Stunning)
- Sandblade: A razor edged long-blade. (8d / AP1)
- Scour: The character can wield the Red Sand as a weapon itself, shredding targets in a whirlwind of glass like particulate. This ability affects a number of targets equal to the characters rank in Sync with each target taking 1 damage per rank in Sync for each round they remain in the cloud. A character who succeeds in a Grace + Athletics check vs. difficulty of 14+Sync is considered to have escaped the cloud. This ability costs 3 stress to use.
- Stormblade: The character can create a throwable disc of rending sand that inflicts ongoing damage by exploding once it hits the target. This ability costs 2 stress to use and the target and everything in immediate range of it takes the characters Sync in damage for each round they remain in the cloud.
- Consume Armour: The character can target an enemies armour with their dust, removing mass and undermining attachment points or articulation. This ability costs 3 stress to use and works on a single target, reducing a specific armour soak by an amount equal to the characters Sync.
The characters Sync makes them particularly adept at identifying and rectifying issues that are preventing a device from operating. The character gains the following benefits:
- They can retry a failed repair roll. This check is often accompanied by a swift kick or choice profanities (Optional but deemed ‘Percussive Mainteance’).
- They can attempt a repair in combat that would be otherwise impossible due to time/stress/focus.
- All repair checks fix an additional 5 points of structure.
The character has a Neural Mirror, a bodily augmentation which allows them to directly control or interfere with advanced technology. This implant can be entirely covert but many are visible as luminous or silver markings and patterns on the skin that look like circuitry (they are actually directly and often painfully integrated into the nervous system). The mirror allows the user to interface with most forms of first age technology on a fundamental level in a process known as “entrainment and reflection”. The stronger a reflection the more diverse, potent and robust the control the character can exert over advanced technological devices. As a Mirror grows in potency it also grows denser and more expansive, growing into the characters body and even sometimes changing elements of their anatomy. The process of improving one’s Mirror and control over it differs for each character but typically involves either use and practice, ritual and meditation, or communion with a powerful artilect.
The character can use their Mirror to interfere with tech weapons specifically, disabling them for as long as the character maintains their focus. This ability works on Sige weapons, firearms such as Canna, traps and grenades, embedded Clatterjack weapons, and even the weaponry of other Sige such as Scarabines and Scrapguns. It costs 1 stress for every round and device the character wishes to keep a device disabled. Only a character with an equivalent or higher rank in one of the three Sige core traits of Genius, Sync, or Mirror can defend against this and they must make an opposed Intellect + Tech + Core Trait check to do so. A character using this ability must spend some of their action each round concentrating on it and can be interrupted if they are injured and fail a concentration check.
The character can use their Mirror to corrupt a Nexus or webwork node connected to a Nexus. Webwork elements corrupted in this fashion degrade into uselessness, becoming isolated and ineffectual. The character corrupt any node below their rank in Mirror. Each hour the corruption goes unresolved the Node’s Rank degrades by one point until it reaches zero, at which point it can no longer be accessed by anything less than a direct connection by a character with a Tech higher than the Corruptor’s Mirror rank. Halting or repairing a node corrupted in this way requires an Intellect + Tech versus a difficulty set by the characters Intellect + Tech + Mirror. Any character who passes through a Corrupted system is marked by it, suffering a Mirror rank penalty to virtual actions. The corruptor can also identify the corrupted individual and their rank in Tech if they are met later. A character caught in a corrupted system when it reaches Zero suffers 10 stress as a result as they are inundated by a torrent of painful stimuli.
The character Mirror allows them basic control of nearby devices, granting them a variety of minor technical tricks and abilities.
- Trigger a nearby device to make noise
- Trigger environmental systems to malfunction in a minor fashion (increase or decrease temperature or cause lights to flicker)
- Trigger an unused luminar to light up and make different colours
- Trigger a luminar in use to malfunction in some minor, non-destructive fashion
- Trigger a brief moment of functionality from an otherwise inoperative but powered device.
The character can use their Mirror to trigger a Helion powered device to discharge its stored energy, creating a shocking static field that affects anyone in contact or within 2 meters of the device. Arcs of energy lash all creatures and objects within that area causing up to 1d10 damage per rank in Mirror. This damage is doubled against mechanical entities such as Clatterjacks unless they possess special shielding. This attack does not affect the targeted device which acts only as a conductor. Mundane armour does not protect against the discharge and provides no soak. This ability is even more dangerous when used against artefact weapons such as Canna as it can trigger a misfire. When used on a weapon the damage is increased to 2d10 per rank in Mirror.
The characters Mirror allows them to ‘read’ the embedded memory of Urul materials in a form of technological psychometry. Using their Mirror they can learn something about the artefacts they find and ruins they delve, even if the clues are hidden to others. The character can roll an Intuition + Observation + Mirror. They must exceed a difficulty of 16 to learn one piece of information about the location’s history. The greater the successes, the more important the information learned. This ability can only be used on areas and items originating with the First Imperium; plain granite and steel are silent to you. This ability costs 3 stress to use.
Note: Not all Urul Ruins were constructed using Sige techniques; some were built by Shapers, Shifters, Singers, or federations of the various groups using occult or unusual techniques and technologies. At Rank 3 of mirror the character can gain access to these more arcane or organic buildings using this ability.
Baba Yoth has happened upon a fallen Aerial in the depths of the Badlands. Before entering the shattered mechanism she pauses and presses her palm against the scalding arcsteel and her player rolls her Memory of the Urul. On a roll of 17 she understands that the Aerial was brought low by Shapers, while a roll of 20 also reveals that though most of the machine’s artilects are gone, one central artilect lingers, keeping the most dangerous parts of the aerial locked. A roll of 23 reveals the former and that that same artilect seems to be protecting someone who lives within its old bones.
The characters Mirror interferes directly with First Age defensive systems. They can trigger traps, open doors, and interfere with other passive defensive mechanisms or cause them damage simply by being near them. For each rank in Mirror the character can activate or interfere with one local defensive system such as fulgur traps, a series of turrets, or defensive motes. These devices take damage equal to or are disabled for rounds equal to the characters rank in Mirror. If the effect causes damage it does so each round for a number of rounds equal to the characters Mirror. This ability costs 3 stress to use and does not work on artefacts with Average level artilects or higher.
The characters Mirror can trigger local technology against the enemy, forcing doors to close, elevators to fall, direct defensive systems to trigger, or unexpected gouts of pressure or energy. Obviously, this ability requires the presence of nearby technology, but if there is a suitable device nearby the character can trigger a hostile environmental change or attack. If the change would cause damage it does an amount equal to their rank in Mirror. This ability costs 2 stress to use.
Prerequisite: Mirror 3
The characters Mirror has grown complex and dense enough to allow certain technologies to be physically integrated within the character’s body. Integrated artefacts can be activated reflexively and cannot be removed. They are also considered perfectly concealed (though certainly the Mirror markings can suggest their presence to those who know of this ability). Conversely repair checks on artefacts are more difficult and the blending of biology and technology does make the character more vulnerable to energy attacks.
Artefacts that can be integrated include the following:
- Recon, Technical, or Sige Folding Armour (aka ‘Body’ Armour)
- Small Folding Shield
- Personal Barrier
The character can integrate one artefacts into their body each time this feature is taken up to a maximum of 3. This ability does not create the artefacts in question; the character must find and prepare the desired Artefact for integration and it cannot be removed or changed without advanced surgery (Min. Tech 4, Med 4, difficulty 23)
The character can use their mirror to create an ‘entrainment field’ effect which temporarily shuts down or disables any advanced technology nearby. This effect can be manifested as a burst of energy centred on the character which temporarily disables anything powered by Helion in range. The distance of this burst effect is determined by the characters rank in Mirror (see table below). Standard artefacts and technologies are disabled but Genius level Artilects and Heliar can resist this effect by making a Power check at a difficulty of 14 + Mirror rank to resist. This ability costs the rank +1 in stress to activate (activating for 1 round = 1 stress, 3 rounds = 2, etc). This burst does not have any effect on organic creatures.
|Rank||Burst Distance||Burst Duration|
|1||Immediate (1m)||1 round (6 seconds)|
|2||Close (3-6m)||3 rounds (18 seconds)|
|3||Near (6-10m)||5 rounds (30 seconds)|
|4||Far (10-60m)||10 rounds (60 seconds)|
|5||Extreme (60-100m)||Indefinite (Repair needed)|
(Aka: Shutdown Command)
The character can pair their Mirror directly with a Lightcaster unit, bypassing the crude reader technology used by most and unlocking a wide array of advanced functions. The character gains the following advantages from this ability:
- They can ignore the typical requirements for using a Lightcaster (1 point in Will, Tech, Performance, and Focus Lightcaster)
- They can use their Intellect when creating illusions rather than their Will.
- They can add their rank in Mirror to their illusion checks for a cost of 1 stress
- Calibration cost is reduced to new level x5 xp
The integration between the characters Mirror and Lightcaster is more intricate than most, allowing them to create larger, more complex, and more realistic illusions. For each rank in Mirror the character can choose one of the following abilities.
- Panoply: The number of distinct illusory elements the character can create is doubled.
- Sustained Illusion: The length of time illusions can be maintained is doubled.
- Spectacle: The size of illusion which can be created is doubled.
- Practised: Spend only 2 stress to activate an illusion rather than the normal 3
- Reflexive: Create an illusion as a reflex once per day, rather than as a full action.
Artist: By spending 2 stress the character can bypass the regular constraints of lightcasters and create a single detailed human. The effort of maintaining such a detailed illusion necessitates that no other illusions can be projected simultaneously.
Master of Lights
Prerequisite: Luminous Adept
The characters Mirror and Lightcaster are perfectly integrated. For each rank in Mirror the character can choose one of the following abilities.
- Hardlight: While normally Lightcasters cannot harm a target directly, the character with this ability can create brief ‘hardlight’ illusions. These illusions last for 1 round per rank in Mirror and can do 1 point of damage or exert 1 rank of Strength per Mirror rank during that round. (Deceptor: Advanced Variant)
- Integration: The character can use their Mirror to directly integrate a Daemon or Artilect into a Phantasm, allowing it to control the illusion and removing the need for the character to spend effort each turn directing the action. The Phantasm gets a full action of its own on each turn and targets with an Intuition below the characters Mirror rank now automatically fail their Perception checks against the illusion unless circumstances warrant otherwise.
- Mirrorshape: The character can create a number of replicas of themselves equal to their Mirror rank. These replicas last for a number of rounds equal to the Mirror rank and anyone attacking the character must roll a Perception at a difficulty of 16+Mirror to hit the illusionist.
- Truesight: The character recognizes even the most skillfully made illusions for what they are. They automatically succeed on checks to discern reality from illusion. (Can’t fool a fooler)
- Lightcloak: The character can use their Lightcaster to conceal a number of individuals equal to their rank in Mirror. This concealment offers +10 to Stealth checks.
- Phantom Library:The number of Phantasms the characters Lightcaster can hold is doubled (Level x2)
Prerequisite: Mirror Rank 3
The character has learned how to embed their reflection in an intelligent artefact, making it fully subservient to them. Using this ability even mighty Artilects can be brought under the enduring control of the character. The character must spend 2 stress and make an Intellect + Tech + Mirror check versus the targets defense. This check can only be done once a day. After 3 successes the target is considered obedient to the character, regardless of any individual desires or other control mechanisms they might have. The machine obeys the character to the best of their ability but may get a resistance check on acts which violate fundamental values (e.g. killing a former friend, betraying a cause) but even if they manage to resist they cannot escape the control, they simply do not perform the demanded action. Obedience can only be removed by a character with a Genius rank equal to or higher than the Mirror rank.
Prerequisite: Mirror Rank 5, Sync Rank 5
Somewhere high above the world lurk weapons of such immense destructive capacity that even the famously intemperate Urul showed caution in their use; The character has access to one of these terrifying lost weapons of the Urul; Ortillery. While normally a strike requires a designator with an integrated Artilect or advanced agent embedded within, and most Ortillery Designators are single use beacons that must be placed in the target area, there are rumours of ranged designators that can be used to remotely target an area. The character’s mirror acts as one of the latter. When activated these weapons rain terrible ruin on a target or area.
Using this ability costs 10 stress and the character must choose from one of the following effects when taking this ability and this ability cannot be taken multiple times:
- Solar Lance: The most precise form of Ortillery, the Solar lance manifests as a pillar of blinding white light 3 meters across that descends from the sky, immolating anything in range. This attack does 3d10! x 10 damage to anything in the target area, leaving a smoking, glass-walled pit in its wake.
- Starfall: Utilizing this Ortillery is a dangerous gambit as its precision is limited at best. Starfall Ortillery manifests first as its namesake, a falling star descending from high above, and a deafening boom. By the time most see the flaming omen the chance to escape it has passed as within seconds a chunk of Orick falls upon the area, destroying everything within a 1-kilometre radius. This attack does 3d10! x 10 damage to anything in the target area, leaving a crater in its wake. This attack takes 10 rounds or 60 seconds between activation and arrival.
- Ayrblade: High above dozens of fireflies seem to descend from the sky, a cloud of flaring matchheads, but what arrives is something far more terrible. The Ayrblade Ortillery drops a hailstorm of Arcsteel blades upon an area, rending anyone in a 10m span. Everyone in the area of this attack must roll a 1d10.
On 9-10 they escape, somehow unharmed.
On a 7-8 they take 3d10 damage.
On 3-6 they take 3d10! x10 damage.
On a 2 they are killed instantly, regardless of health or structure.
- Boundary Pinch: The rarest form of Ortillery, the Boundary pinch shears open a liminal portal in sky above a target area, triggering a roiling storm of arcane shadow that makes the area below a nightmarish landscape of broken physics and causality. This attack does not do immediate damage. Instead anything caught in the area suffers 3d10 damage each round they remain in the area. They also suffer a -5 to all actions due to the utterly chaotic environment. There is also a 10% chance that this attack will spawn a powerful Sucha, Ortug, or Atavari creature.
Prerequisite: Mirror Rank 3, Sync Rank 2
The character’s mastery over their Mirror and Sync allows them to take direct control of embodied technology such as Clatterjacks. Using this ability, the character can roll an Intellect + Tech + Mirror versus a targets Intellect + Tech + Core Trait. If they succeed, they gain direct and full control over the machine in question. They perceive the world as the machine would and can do anything the machine could do with the caveat that depending on the layout of the machine they may suffer some penalties due to unfamiliar or unusual designs). During this time the character’s own body is in a trance and they suffer a -5 penalty to Perception checks from their bodies perspective. This ability can be activated from afar, up to 10m per rank in Mirror, and lasts for a number of rounds equal to the characters Mirror rank. After each duration of Override the targeted device can reroll their defense against the original check. If they fail the character can spend 1 stress to keep the target under their control. This ability costs 3 stress to use initially and 1 stress to maintain for each new override.
The character can use their Mirror to quickly skim the memories of an intelligent machine, learning what it has seen, heard, or done recently. While this action is not outside the regular capabilities of an Intellect + Tech check, this ability allows the character to do it in a few seconds rather than minutes or hours, and to do it against targets who might actively resist. When using this ability against such a target the character must roll an Intellect + Tech + Mirror vs. the targets Intellect + Tech + Core Trait. If the target fails, they cannot resist this intrusion and their memories are laid bare to the Sige. How far back the character can delve into the machines memory is determined by their rank in Mirror.
|Rank||Accessible Time Period|
The characters Mirror allows them to ‘reflect’ in webworks, interacting as if they were an artilect or other non-corporeal entity. They can add their rank in Mirror to any checks which occur within a network, node, or nexus. The character must touch a port or physical node of the webwork in question and spend 2 stress to use this ability. [How is their incarnation handled/affected?]
Prerequisite: Mirror 2
A Neural Mirror shares many similarities with a Thorn; both are invasive technology which grows from a small seed to create secondary nervous systems and imbue the bearer with advanced abilities. But where a Mirror carefully modifies the host under their conscious or subconscious direction with relatively subtle effects, Thorns are aggressive, painful, and dangerous to the bearer. The two technologies are typically mutually exclusive, but a character with this ability has learned how to use their Mirror to interface and control Thorns to some degree. For each rank in Mirror the character can choose one of the following features
- Implant: The characters Mirror allows them to implant a Thorn with a reduced risk of killing the target. They succeed on a 15 or higher and a host only dies on a critical failure.
- Cleanse: The character can remove one flaw from a Thornbearer for 1 day. This ability costs 3 stress. If the character has an unimplanted Thorn they can cleanse it of any enduring corruption accumulated from previous hosts.
- Upgrade: The character can upgrade a thorn to add 1 additional advantage and reduce the amount of damage taken when naturally advancing a Thorn by their rank in Mirror.
- Control: The character can take control of a Thorn, and its host, directly. The character must roll an Intellect + Tech + Mirror versus the targets Will + Concentration + Thorn. If the target succeed, they are able to fend off the attempt but on a failure they are under the direct control of the Mirror for a number of hours equal to the spread. This ability costs 3 stress to use.
- Dull: The character can disable a targets Thorn for a number of rounds equal to their Rank in Mirror. The effect is automatic and requires no check. During this period the Thornbearer cannot access any of their advantages. This ability costs 5 stress.
- Eruption: The character can harm a Thornbearer by triggering an uncontrolled growth. The character must roll an Intellect + Tech + Mirror versus a difficulty of 15 + Thorn rank. On a failure the target Thorn resists the directive but on a success the target takes the characters Mirror rank in damage and 1 disadvantage. This ability costs 5 stress to use.
[Lore: Some lorekeepers think Neural Mirrors are simply refined Thorn tech, while others argue that it is the opposite; that the Mirrors were corrupted into weapons to make the Thorns.]
The characters Mirror has the side-effect of making it very difficult for technological devices to perceive them in the real world. They become a blind-spot for machines and the character can add their rank Mirror when hiding from any artefact sensor such as a passive sensor or a clatterjack’s sensorum. This ability costs 2 stress to use.
The character can use their Mirror to give a machine a direct command. This command must be simple and direct, generally one sentence and the machine will obey, regardless of its normal controller or inhibitions. This ability works without a roll on many machines but those with average Artilects or higher get a defense check. In this case the character must roll Intellect + Tech + Mirror vs the targets Will or Intellect + Tech + Core Trait. If the character succeeds the machine obeys, and if the machine succeeds, they can ignore the command. The only limitation on this command is that most machines will not damage or harm themselves directly. This ability costs 3 stress to use.
Prerequisite: An Artilect of Genius intellect or higher or a Rank 3 Daemon
The character can use their Mirror to house an artilect within their own body known as a Vīcira. This artilect grows the Mirror implant to further integrate itself with the characters brain and nervous system. Using this connection, the Vīcira can begin to enhance and complement the characters natural capacities. For each rank in Mirror the character can choose one of the following features.
- Perfect Recall: The character gains perfect recall. They do not need to make Intellect checks to recall details or information.
- Paired Intellect: At a cost of 1 stress the character can add their Vīcira’s Intellect as a bonus to an Intellect check.
- Partner Skills: The character can substitute the Vīcira’s skill in a given task for their own.
- Autonomic control: (Prerequisite: Artilect has Medicine 1) Through their Vīcira the character has control over their autonomic system. They can slow or increase their heart rate, breathing, and body temperature as they wish. For 2 stress they can also trigger an adrenal surge which grants them +2 to Power checks for a number of rounds equal to their base Power.
- Guided Healing: (Prerequisite: Artilect has Medicine 2) Through their Vīcira the character has control over their immune response, triggering healing cascades and the production of antibodies and immune cells. The character can spend 5 stress to Heal 2 health or to destroy a single mundane disease they have contracted. This ability can only be used once per day and takes 10 minutes to use.
- Copilot: The character can allow the Artilect to take direct control of their body. This can allow a character to rest their mind while their body continues to move and act under the guidance of the machine, removing the need for sleep or allowing the Artilect to use their skills directly.
- Emergency Control: In dire circumstances the Vīcira housed in the characters Mirror can assume control over their body. If the character is knocked unconscious or suffers an injury that might otherwise disable them the Artilect can take control instead. This control lasts until the character can be ‘revived’ by standard means such as a Medicine check, or the Artilect is also disabled. During this period the Artilect only has access to its own skills and suffers any physical penalties caused by disabled limbs but not pain or stress.
The character’s Mirror allows them to infiltrate artefacts with robust sensor suites such as Clatterjacks and some Luminar and see the world through the artefacts sensorum. No check is required for willing or indifferent machinery, but hostile or advanced artilects can reflexively resist this intrusion. Using this ability triggers an Intellect + Tech + Mirror vs. the targets Intellect + Tech + Core Trait. If the target fails, they are not aware of the intrusion. If the target succeeds, they can resist the intrusion and are aware of the attempt. This ability costs 1 stress to use and the duration and distance the intrusion can be maintained without the target noticing is determined by the character’s rank in Mirror. If the character has an appropriate storage device such as a Luminar or Clatterjack they can also record what they experience for later without requiring any additional rolls. (This ability is also known as a ‘Rootkit)
|1||10 minutes||10 meters|
|2||1 hour||100 meters|
|3||1 day||1 kilometre|
|4||1 week||10 kilometres|
The Sige Heritage mythic tradition has evolved into a variety of specific cultural manifestations. While the generic term for one who follows this tradition is Sige, the following are culture specific variations who use the abilities above.
Necessity may be the mother of invention, but curiosity was the father and gelt was the midwife.
Also Known As: Mechanist, Antiquarian, Jacksmith, Technician, Lux.-Urtohunga, Gran.-Eszkez, Vic.-Innleadair, Sub.-Tikara
Summary: Artifex are genius engineers and creators, adept at translating visions into working technology. Often characterized as the Chosen of Omo, Artifex conceive of and craft everything from Artilects and their Clatterjack bodies to novel bio-genetic augmentations and flying ships known as Aerials. While for most the age of the Sige ended with the fall of the Imperium, the Artifex live on in Selene, quietly forging new wonders and relics and ensuring the survival of the Silver City with their genius.
Advantages: Artifex are not merely able to use technology but can actually understand it and, as such, are the most skilled at repairing, maintaining, and enhancing relics and artefacts, and synthesizing new ones. Given the right materials, the right tools, and some time, an Artifex craft seemingly anything. Their understanding and skill also improve their ability to deal with Artilects who otherwise often find humans primitive and dull. Their abilities also make them highly valued in most cultures.
Limitations: Artifex are reluctant travellers, hard to draw away from their workshops. They are driven to craft and tinker and find it stressful to spend time doing things other than creating. The rarity of Artifex skills also make them valuable slaves and targets of extortion and kidnapping.
Artifex are gifted engineers, mechanists, and craftspeople, highly valued throughout Aeldos for their ability to not just maintain, but genuinely understand technology. Along with Sibyla and Urangi, Artifex represent one of three branches of the gifted, descended from the mythical Sige of the first age.
Artifex are quite rare in the current age, with the largest concentration found in Selene, where there remains a vast library of technical knowledge available to inspire young Tinkers and Mechanics to pursue this difficult path. As crafters and creators, Artifex also require materials and tools for most of their work and most find it useful to establish a permanent workshop where they can follow their calling; this makes Selene a perfect locale due to the ample materials and resources available within the Silver City.
Not all Artifex are sedentary folk though. Much of the remaining technology of Aeldos remains buried or lost in the ancient wreckage of the Imperium, in distant ruins and lost caverns and so more than a few Artifex equip themselves with their powerful inventions and venture forth into the world to retrieve the riches of the ancient world, both in scrap and knowledge.
Becoming an Artifex requires intelligence and creativity, but most find that even this is not enough, and it is common to apprentice to another Artifex who can pass on valuable knowledge and skills. In Selene, the Collegium Artifex is the heart of such endeavours, coordinating hundreds of brilliant inventors, jacksmiths, and technicians in pursuing this path.
Artifex are highly valued in all technologically advanced cultures and are often accorded considerable courtesy and leeway by local nobles, aristocrats, and merchants. They are also a key resource for adventurers who often find employment with them or seek them out to repair their relics and gear. Artifex are also well appreciated by Artilects and Heliar for their understanding and ability to repair and maintain their complicated shells. Conversely, in less technological cultures they are less appreciated, often seen as dangerous by virtue of their knowledge of matters often considered taboo or magical.
I may not know what it did, but I know what I can do with it!
-Raniera of Kalah
Also Known As: Scrapper, Scrap Sage, Junk Witch/Mage, Neh.-Kutarma, Vic.-Skwar, Lux.-Umbusa, Gran.-Ondar
Summary: Urangi are techno-mystics who are skilled at recycling, re-purposing, and subverting technology. Urangi lack a true understanding of machines and instead operate on Sync and intuition and by encoding their knowledge in rituals, rites, and mysticism. Urangi are found in any culture where technology or salvage is available but not fully understood yet but are most prominent in the areas rich with ruins such as the Badlands, the North, and parts of the southern Scythe.
Advantages: Urangi are itinerate salvagers who have access to a variety of tools and tricks to improve their chances of survival. More importantly, they develop an almost spiritual rapport with technology, seemingly able to access areas beyond the reach of others, sidestep ancient defenses and communicate and repair technology that should be far beyond recovery. An Artifex might look at a piece of broken technology and see the perfect path to repairing and upgrading it; the Urangi hits it with a wrench and suddenly it’s working again… if only temporarily.
Limitations: The path of the Urangi is fraught with danger and only a few survive long. Beyond wandering in some of the most perilous places in all of Aeldos, Urangi are also often unwelcome in more civilized areas and treated as exiles or outlaws. This persecution by local authorities is often the result of and fear of the forces that Urangi can often disturb in their journeys.
Urangi are often mysterious delvers and ruin-walkers known by a variety of names but typically recognized by their strange appearance, eccentric manner, and intuitive and often mystic relationship with technology.
Urangi chart a middle path between Artifex and Sibyla, neither creating nor controlling technology directly. Instead they are machine whisperers who have learned a multitude of ways to cobble and cajole the technology of the Sige into new and useful forms, often through ritual and totem (or occasionally sheer luck).
Urangi are primarily found in areas rich with ruins, and as a result many can be found in the Badlands and the areas that surround it. This is not excusive though as Urangi can appear anywhere the intuitive gift for technology pairs up with a general disregard for personal safety.
Most Urangi become one by either apprenticing to another Urangi or following the path as documented by some rarer individuals who follow the path. At its heart, the key to becoming an Urangi is simply learning to listen to technology and understand its rhythms, rules, and properties. Because Urangi aren’t typically trying to create new things or restore things to the way they once were, this doesn’t require the same level of intellectual understanding and instead Urangi rely on intuition. Junk Witches often succeed not from a point of knowledge but because they don’t know or recognize the limits that might prevent their experimentation. This same trait is what makes them dangerous and suspect to most; they tend to care just as little for human laws as physical ones, and when their curiosity and intuition lead to problems others often pay the price.
Urangi are not always well received in the cities of the crux and many authorities and merchants see them as troublemakers, rebels, and profiteers. This is not helped by the wealth of stories recounting the consequences for careless ruin delving and meddling with ancient technology.
Unwelcome: Urangi are poorly perceived by many who fear them for both their abilities and their propensity for waking things that should remain asleep. Many inns will charge double for Urangi and they often find themselves closely watched by local authorities.
Gremlins: Urangi gear tends to malfunction spectacularly, particularly when used by others. Not many people want to buy Urangi tech, knowing it could fall apart at any minute.
Await not in quiet the coming of machines, the marching iron feet. Slip away, or turn your back. You will meet in battle anyway.
-Samus Rao, Sibyla of Kufra
Also Known As: Machine Witch/Mage, Mechromancer, Vexatari, Malak, Oss.-Kerscalix, Sub.-Rulpa, Svert.-Vardoger, Vic.-Anmare
Summary: Sibyla are artilect-priests and geist-shamans who have learned how to control machines with their will and in turn act as host to machine spirits within their own bodies using Neural Mirrors, Sibyla are found in several modern cultures across the continent, particularly anywhere that machines are needed but feared, and are often mistrusted for their ability to control technology.
Advantages: Sibyla dominate and control machines to their advantage. Machines that might otherwise be hostile can be made passive or forced into the Sibyla’s service, from luminar to clatterjacks, and even technological infrastructure. They also delve into craft and use implants and prosthesis to enhance their abilities and enslave and host geists and artilects within their body.
Limitations: Sibyla engage in dangerous self-modification in order to enable their powers, which can lead to long term complications and vulnerabilities. The Sibylla focus on dominating and controlling machines without properly understanding them also tends to make them enemies of advanced artilects and Heliar.
Few people have heard of Sibyla and those who have are rightly frightened of these enigmatic machine masters. Sibyla are those who have discovered or been gifted ancient technology that allow them to modify their own bodies and directly control a wide variety of relics, turning themselves into powerful hybrids of machine and human, and turning machines into obedient slaves. Along with Artifex and Urangi, Sibylla represent one of the three branches of the gifted, descended from the mythical Sige of the first age.
While the circumstances vary, Sibyla most often originate in cults of technology where ancient artilects are worshipped as powerful totem spirits. Since the most powerful of these ancient machines are often trapped in stationary forms, they may seek to elevate one of their chosen to Sibyla, bestowing upon them the gift of a Neural Mirror. This mirror blurs the line between Sibyla and machine and allows the bearer to both act as host for and take control of powerful machinery.
Sibyla advance in their calling by developing greater control over their Neural Mirror, allowing them to truly master technology as only the Sige could before them. This process often requires them to seek out a wide array of increasingly challenging technologies to test themselves against. Such challenges don’t always succeed and many Sibyla bear the scars of failed pairings, or worse, have become hosts to artilects that dominate their own minds.
While few humans are aware of the Sibyla, most Artilects have some concept of them. Most low level artilects possess no volition to violate and only resist Sibyla at an autonomic level, possessing no meaningful thoughts on them. Artilects of Class III or above however are negatively disposed towards them as a result of both the violating nature of Sibyla domination and the potential for Sibyla control to be detrimental to their somatic code and even their sanity.
Sibyla can find a niche in both technologically advanced and primitive cultures and are equally likely to be ostracized by both for meddling with things of value and threat. Therefore most tend to gather in small coteries and clans, hiding themselves and their machine patrons away from the world at large.