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DH LecturesTechWitchV01
DH LecturesTechWitchV01
Mission Hook:
On a recently mutinous world, a group of rebels managed to capture an outpost of the PDF with a weapons storage mainly guarded by gun- and battle servitors. Reports from surviving PDF personal state that the attackers where only view in numbers and suffered only minor casualties since all of the Servitors suddenly started to malfunctions. The pc are dispatched to investigate the attack in order to find out what method of attack was used by the rebel group. Preferable by catching the attackers.
Radicals:
Radical pc can learn the Nonumerical Cant either directly from a Tech-Witch or from the notes of one. The ritual even might be part of the Tome of Ammicus Tole. The pc needs to have the mentioned perquisites (see above) and will gain a point of corruption & (1d10-WKB) points of Insanity during the study. To finally master the Cant, the pc needs to pass a difficult(-10) (or challenging if assisted by Witch-Mentor) Test for Scholastic Lore (Numerology) . Each test is equal to 14 days (-1 day for every achieved level of success. If success is achieved at all). Charging xp is optional, 50xp to 100xp are suggested.
Requirements:
If the ritual was not taught by another or specifically detailed in a dismal text, the ritualist must pass a hard (-20) test for Forbidden Lore (Warp) or Forbidden Lore (Cult/Heresy)(subgroups: Logician, Tech-Witches, DarkMechanicus or Ammicus Tole). A understating of Tech (Common Lore (Tech)) is mandatory for the proceedings of the ritual as well. If the ritual is known, the ritualist will further need a number of Servoskulls (see Conducting the Ritual) and needs to mix his own blood with machine oils (see below). He further needs to link himself to the the Servoskulls via an Electro Graft (Talent: Electro Graft Use is required; any bonus the Talent would give during the ritual is already taken into account). The GM should feel free to invent further mandatory material requirements. Optional components are listed below; if those are known might vary for by the version of the ritual or the number of success of the initial research of the ritual.
Effect:
If successful, the machine-spirits are now permanently subjugated to the self of the ritualist. A Tech-Witch can never subjugate more Servoskulls then her INT or WP bonus (whichever is lower). A psyker might sense such a bound with a hard(-20) test for Psyniscience. The Skull Minions cannot leave the Tech-Witchs presence further then (WKB x 5m). If they do, they will spend their full action each and every round to return to her (whose direction they are always aware of) until they are in her presence again. As long as they are with the Tech-Witch, their sensors are functional and they not occupied with complex tasks the Tech-Witch will receive a +10 bonus on Awareness tests for every skull. In addition, the Tech-Witch will receive a +1 Initiative Bonus in combat for each skull minion in her presence. Further, the TechWitch immediately gains the Binary Chatter Talent or (if she possesses this Talent) the effects of said Talent are doubled.
Costs of the Ritual: The Tech-Witch will suffer 1d5 points of Corruption plus 1 for each subjugated Skull
Minion and 1d10 points of Insanity +1 for each subjugated Skull Minion. All of this is regardless of whenever the Ritual was successful or not (see below).
The Price of Failure: If any test during the setup is failed, the ritual will simply fail since the Servoskulls where
not prepared correctly. Same is true if the tests for the regular Tech-Rites (Technomant / Tech-Use) where failed. If the Invocation was failed, the Rite is a failure and the table below must be consulted. If the Willpower test to subjugate the Machine-Spirits is failed, the Rite is a failure and the ritualist will gain a further 1d5 points of Insanity (+1 for every level of failure).
Contempt of the Warp (1d100; +10 for every Level of Failure on the Invocation test)
01-50 Nothing worse happens 51-80 Your mind is bended and twisted by the maniacal powers you sought to channel. You permanently lose 1d10 points of your Intelligence attribute. 81-90 An Unclean Spirit (see DH). is unleashed by your work. It will stay with you for one hour plus another for every level of your failure and will try to make your life miserable once every hour. At the end of the period, it will try possess you. 91+ To mock you, spirits of the warp possessed the Servoskulls. The will use them to attack you relentlessly by any means they have until either you or them are destroyed.
Device Lamp; Chrono Combustion Engine Magnocular, Vox Las Weapon; Dataslate Poor Kybernetic Plasma Weapon Think-Engine
Effect & Duration: The device is restored to function for a number of weeks equal to the WPB of the ritualist plus another week for every level of success. Afterwards, the device will stop functioning. Cost: 1d5 Thrones in ingredients (see above) and the ritualist must pass a Willpower(+20) test or will gain a point of corruption (plus one for two levels of failure). The Price of Failure: The ritualist will gain a point of corruption plus another one for every level of failure. The device will be jinxed. No matter what is done to repair it, it will break down again and again.