Tech Implement
Tech is at the core of any space-faring society, and often, the occult mysteries within. Your tech implement might be an archaic hand-held scanner, a holopad containing a cursed video, or some other device of mysterious and unintuitive purpose. Tech implements are associated with the harrow suit of books and the astrological signs of the lantern bearer and the forest dragon.
Initiate Benefits
Despite its age, your device functions well– if frustratingly slowly at the tensest of times. While you hold your tech, you gain a +1 circumstance bonus to all skill checks to Computers.
Strange readings sometimes appear on your device, allowing you to learn about danger before it happens.
While you hold your tech, you gain an imprecise sense that alerts you to the presence of creatures with the aberration, cosmic, fiend, spirit or undead traits within 20 feet. If the creature speaks a language you don’t, your device will display their words on-screen. Some creatures might use this to communicate with you before attacking, subject to GM approval.
Adept Benefits (7th)
Your device’s power increases dramatically. While holding your tech implement, you gain imprecise tremorsense at a range of 15 feet, and can sense creatures with the aberration, cosmic, fiend, spirit or undead traits within 60 feet. The readings on your device might alert you to details about the creature before you even see them; you can Recall Knowledge on creatures you sense with your device using your Esoteric Lore at a -2 circumstance penalty before you encounter them. You gain a +2 circumstance bonus to Initiative rolls you make against creatures you first noticed with your tech implement.
Intensify Vulnerability (9th)
Your device has the ominous power to suck the weak into a digital realm and trap them there. If the target of your Exploit Vulnerability has the aberration, cosmic, fiend, spirit or undead traits, and you critically Strike them, your device locks onto their soul and allows you to attempt to drag them inside. You can cast banishment as an occult innate spell, except rather than sending the creature to its home plane, you trap them inside your tech implement. You can communicate with a creature inside your implement and release them at any time, though doing so causes them to appear next to you. Creatures with the ability to move between planes can leave your device as if it were its own plane. There is no limit to the number of creatures that can be stored digitally within your implement, but if the implement is ever destroyed, the creatures within the device are all simultaneously released. You may find another way to banish a creature bound within the implement somewhere safely rather than releasing it next to you, subject to GM approval; for example, you may find that forwarding a ghost’s message to other people removes it from the device, or killing the brood-mother of a cosmic worm may destroy the one within your device. Once you cast banishment using your implement, you cannot do so again until your next daily preparations.
Paragon Benefits (17th)
The power within your device surges out, transforming you into a deadly digital form. Once per day, you can cast digital aspect shift (see Magic+ for Aspect battle form rules) as an occult innate spell. If you have a creature trapped within your tech implement via banishment, you can instead choose to transform into an aspect suiting that creature, such as demon aspect shift or eldritch aspect shift.
Digital Aspect Shift [two-actions]
Spell 9
Concentrate Manipulate Polymorph
Duration 1 minute
You transform into a strange digital form. You have hands in this battle form and can take manipulate actions.
Traits construct, incorporeal, tech
Anchored Incorporeality (your tech implement, which you cannot hold in this form)
Speed 10 feet, hover 25 feet
Melee [one-action] primary, Damage 1d6 + rank electricity
Glitching Aura (aura 15 feet, tech) Your very presence disturbs technology. All tech within the aura becomes glitching 1.
Tech Caster While using your digital aspect, you can cast 2 spells of your choice from the listed spells. You must select spells that are at least 2 ranks below the rank of this spell and each of the spells you select must be of a different rank. You can cast each spell once for the duration of the summon. If you select a cantrip, the cantrip’s spell DC is reduced by 2, but you can cast it at will for the duration.
Cantrip: analyze target, 1st: supercharge weapon, 2nd: doom scroll, 3rd: discharge, 4th: speak with computers, 5th: control machine, 6th: disintegrate, 7th: warp mind, 8th: gravity field