Rite of Opening
Gain Advantage on one Tech check to open, bypass, placate, or safely force a lock, panel, hatch, cogitator, or sealed mechanism.
Invocations of the Machine Cult: awakening machine-spirits, calming weapons, repairing sacred works, commanding servitors, and rebuking scrapcode in the name of the Omnissiah.
Resource: Rite Uses or class-specific machine resource, finalized later
Risk: Machine backlash, scrapcode exposure, or the machine-spirit's displeasure.
Gain Advantage on one Tech check to open, bypass, placate, or safely force a lock, panel, hatch, cogitator, or sealed mechanism.
Ask the GM one question about a machine, weapon, vehicle, terminal, augmetic, door, trap, or device: What is broken? What powers it? What controls it? What would make it fail? What touched it last?
Choose one weapon, armor system, vehicle, augmetic, or machine. Until the start of your next turn, it ignores one minor malfunction, jam, instability, or penalty.
One ally within touch range gains +1 to their next attack with a technological weapon or +1 Defense from armor until the start of your next turn.
When a hostile machine effect, corrupted device, data intrusion, or heretek signal targets you or an ally within 30 feet, use your Reaction to grant Advantage on the relevant save or impose Disadvantage on the hostile Tech check.
Stabilize a broken machine, weapon, servo-skull, cogitator, or small vehicle system long enough for one scene of use.
Generate one Data Omen after studying a battlefield, machine network, signal, or tactical display for one round.
Choose one weapon, armor, augmetic, or machine within touch. Its next roll, save, attack, or defense-related use gains +1.
Restore limited function to one damaged weapon, armor system, door, engine, vehicle, servo-skull, or battlefield device for one scene.
One ally within touch gains temporary Vitality equal to your Proficiency Bonus and +1 Defense against the next attack before your next turn.
When a weapon would Overheat or malfunction within 30 feet, use your Reaction to delay that consequence until after the action resolves.
Make a servo-assisted shove, brace, repair, lift, or strike. Gain +2 to the check, or deal additional damage equal to your Proficiency Bonus on a hit.
Force a hostile machine, turret, trap, servo, or vehicle system to make a resistance check against your Rite DC. On failure, it stalls, loses Reaction, or becomes Exposed until your next turn.
A vehicle, drone, servitor, or heavy machine within touch gains Advantage on its next save or check to keep functioning under stress.
One armored ally gains +1 Defense against the next attack before your next turn.
One weapon gains +1 to its next attack or ignores one minor malfunction.
Make a servo-arm strike, lift, brace, shove, or repair with +2 to the roll.
A hostile machine, vehicle, turret, drone, or corrupted device must resist or lose Reactions until next turn.
Restore limited function to damaged armor, weapon, vehicle, door, engine, or battlefield machine for one scene.
Ask the GM one question about a structure, vehicle, fortification, weapon, machine, or breach point.
Spend 1 Favor to grant an ally temporary Vitality equal to Proficiency Bonus if they are armored or cybernetic.