
Below is an alphabetical list of the machine skills. Click on each talent to find out details.
Characters can only learn these Skills if they have all the pre-reqs in addition to a Teacher. Check with a Ref before trying to learn any of these skills.
Clockwork Miniatures
Pre-Req: Chronopathy and Machine Empathy equal to level of the skill being purchased.
This could also be called the skill of micro mechanics. The look and feel of items are represented by clockwork insects and the building of very small devices that are programmed by complex gears to carry out a very simple task. People who learn this skill can build replicas of flying insects to deliver poisons, small beetles that burrow into people, recording devices and timers for bombs. At the extreme; artificial organs with enhanced abilities such as artificial eyes or hearing aids.
This technology combined with crystal matrices or ghost in the machine could create more intelligent devices like flying spy insects.
Clockwork Miniatures is the predominant technology of the Thunders mainly the region known as the Sanctuary but finding the source and teacher will be hard.
Crystal Tuning
Pre-Req: Portal Sense and Machine Empathy equal to level of the skill being purchased.
This is all about the tuning and powering crystals, gems and other rare metals and materials put together to form devices that transmit energy. People who learn this technology should be able to make short range communications devices, glasses, sensing devices to see into the spirit realm, or see other odd energies. At the extreme; crystal matrix brains. The technology could also be combined – e.g. crystal matrix brains put into lightning powered mechanical man or resonating crystal field with Occult tech might allow the building of linked device to device teleporters.
This technology has come partially from the outside world Castalan, mixed with old Alfar magic, studied and improved by Sivanna, used by Ilona to create a brain, the extremes banned by the Sorcerer Supreme since it is not technology of this world, used also by Von Dumas in his Doom-bots and finally passed on by the Little Green Men. This technology can be learned at the Institute of Curiosities on Union via the LGM’s or via Sivanna at her Crystal Caves in Dust, providing the teachers are willing.
Elemental Enslavement
Pre-Req: Mage Sense and Machine Empathy equal to level of the skill being purchased.
This is the permanent enslavement of Elementals and Djinn to power machines and devices. e.g. air elementals filling balloons with air and blowing them along, fire elementals making cannons fire further, superhot furnaces to melt exotic metals or steam engines burning fiercer, water elementals jetting high pressure water, earth elementals making things tougher than they would normally be, this technology is about power and strength.
Elementals are almost stripped of their will in the process so some who consider all elementals intelligent beings look on this as an evil practice, while others who consider most elementals to be no more intelligent than a fly see no problem.
This is the predominant technology of Dust; finding a teacher is possible, but can be difficult as some will think you a slaver and dislike you.
There is another path; some manage to achieve similar effects in a much harder way by negotiation an agreement with willing elementals; this requires expert negotiations to achieve, is slower, more difficult and results are less reliable and consistent.
Ghost in the Machine
Pre-Req: Spirit/Dreaming Speech and Machine Empathy equal to level of the skill being purchased.
This is an abhorrent skill which grafts or binds spirits into machines, giving them intelligence beyond anything that can be created with lightning and crystal matrices. Such devices can be made to control other devices and even control other beings. This technology is about control. The look and feel is glowing coloured light at night; those that are attuned to spirit world will see their presence even in daylight.
Anyone using the skill is looked upon in same way as White Hand Necromancers that bind spirits into the undead.
Players who learn this skill should keep it quiet; few would understand and some seek and destroy those who practice this skill.
Lightning Control
Pre-Req: Psychomoleate and Machine Empathy equal to level of the skill being purchased.
The look and feel of this technology involve cables, capacitors, glass valves, spark plugs and glowing tubes. Lightning is powered by Radium, and with it, those with skills can build items such as lights, switches, lightning guns, servos and night vision goggles.
Lightning control combined with Crystal matrices could lead to Artificial Brains; or perhaps combined with steam to create high powered lightweight engines.
This is the predominant technology of Latveria and really Victor Von Dumas; he is the only person likely to teach anyone.
This skill is hard to learn since teachers are few.
Machine Grafting
Pre-Req: Aura Reading and Machine Empathy equal to level of the skill being purchased.
This is the joining of machine to organic components, unlike organic engineering which alters the body this technology uses machines to enhance the body or the bodies energy to enhance machines. Examples would be blood powered machines using the fresh blood of someone to power a device or grafting a mechanical eye into a person to enhance their vision.
This is predominantly the technology of the Vampires who were gifted it from the future.
This is a hard skill to learn and abhorrent in the way it tortures its targets in accepting the changes.
Occult Mechanics
Pre-Req: Channel Power and Machine Empathy equal to level of the skill being purchased.
This is the use of magic and machines together; it’s not a happy union and devices tend to do the unexpected. The look and feel of Occult devices involve lots of complex symbolism, swirling lines, gold inlay and silver bindings or big blocks of carved granite combined with gears and wheels along with other moving parts. Items are created with rituals and mechanics.
What this technology is really good at is linked machines, building two or sometimes more machines which are totally linked so that as you move one, the copy moves in the same way. For example, turn a dial to hot on one machine the dial will move to hot on the other even if it’s on the other side of the world; move the arm of one, the arm of another will copy, a basic communication device that could point to words or letters.
This is predominant technology of Thule brotherhood on Salem.
This is a hard skill to learn as many of the devices require rituals and lots of magic pouring into them and even sometimes sacrifices, since that provides the greatest energy.
Organic Engineering
Pre-Req: Aura Reading, Learned and Touch of Grace equal to level of the skill being purchased.
This is genetic manipulation, the ability to graft changes onto living tissue or grow specially designed creatures. This technology ranges from beastkin to enhanced organs or even living devices, artificial gills or living guns that spit acid.
This is predominantly the technology of the Saurons on Frontier, but it was also known to some members of the Intelligencium.
This is very hard skill to learn and getting access to a teacher is next to impossible.
Steam Power
Pre-Req: Machine Empathy equal to level of the skill being purchased.
This is all about steam, other gases, pipes, gears, pistons, pressure valves, coal burning and industrial revolution, which will lead to the development of some large powerful items. Steam harpoon guns or paddle steam ships, aqualungs, submarines, hydrogen filled air ships with steam powered propeller engines.
Steam Power is the predominant technology of Archipelago and Union, it’s also the path followed by the Dwarves and Formori of Faerie.
Notes
Players will be restricted and controlled by the refs in what they can build. What has been built before will be considered, designs will not be allowed to leapfrog from a simple steam engine directly to a Zeppelin.
As well as the skill, resources, specialist exotic materials and construction time will be important; devices can only be built in downtime and will take months to complete.
Any item used in game will need a physical representation, therefore always discuss your project before you build it. Obviously some items will just be represented by off scene effects. Building an item is not cheap, most require exotic materials that refs may require you to quest for in game.



