The NecroMech Dossier Core Manual April 2018 - Page 171

Side-effect Talents are determined by rolling D10 + D10 where 2 through 20 corresponds to the Side-effect Talent n number: Dead Zone 2 , Corrosive Touch 3 , Necroshield 4 , Souls Chill 5 , Mind Mire 6 , Stygian Blast 7 , Phantom Vitality 8 , Deathly Doldrums 9 , Rotting Doom 10 , Profane Privilege 11 , Grim Resolve 12 , Don the Veil 13 , Blood Boil 14 , Frightful Flay 15 , Ocular Harm 16 , Puppeteer 17 , Seize 18 , Degeneration 19 , and Rime 20 . Re-roll if that Talent is already taken. If the re-roll Talent is also already taken, then choose. This means that starting NecroMechs gain one less Talent than other Rank 1 Psycrafters, but the higher Tier ranks more than compensate. A small consolation for a life of on-going pain and discomfort. Irrespective of Rank any NecroMech who successfully uses their Talents as an Action(s) during an Encounter gains 10 Psychic Points . It does not matter what Talent combination is used, and the use of multiple Talents during a single Encounter, whether they be different or not, does not earn more points. A NecroMech at Rank 1 starts with 1 Psychic Point (as those without a graft, i.e. Rank 0, have 0 Psychic Points, and no ability to increase). Neither practice or training are options for the NecroMech. Action or nothing! Psychic Points Rank 1 50 100 200 400 700 1100 1600 2200 3000 1 2 3 4 5 6 7 8 9 10 Life Energy Points 35   40   45   35   40   45   50   55   60   55   Necrotic Energy Points 15   15   15   30   30   30   30   30   30   45   Success Chance +0% +5% +10% +15% +20% +25%  +30%  +35%  +40%  +50%  Once a NecroMech reaches Rank 10 then the term “Monster” is truly appropriate. Page 171