<strong>Machine Trait</strong><em>(Obtained from The Flesh is Weak)</em><br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">A creature with the Machine Trait is fashioned<br/>from inorganic materials and is generally more<br/>rigorous than fleshy folks. Machines do not breathe, <br/>are immune to the effects of a vacuum, extremes of<br/>cold, any mind-influencing psychic effect, and their Armour<br/>Points apply toward fire damage. Machines are also resilient<br/>to injury, having 1 to 5 Armour Points for each location. This<br/>number is indicated next to the Trait.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>While I'm at it...<br/><br/><strong>Mechanicus Implants</strong><br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Electro-graft<br/>This is a small port that is grafted into your nervous system. Once you have been properly trained, this will allow you<br/>to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as electoos,<br/>skull shunts, finger probes, or spine jacks.<br/><br/>Electoo Inductors<br/>These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your<br/>nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or<br/>siphon power in many ways. Electoo inductors can be any colour, and can appear anywhere on the body—though hands<br/>or mechadendrites are the usual sites.<br/><br/>Respirator Unit<br/>This implant involves tubes, wires, vox-grills, or other augmetic parts replacing the lower face and neck. It purifies<br/>your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a<br/>vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grill units or<br/>intricate mask-like carvings.<br/><br/>Cyber-mantle<br/>This is a framework of metal, wires, and impulse transmitters that is bolted onto your spine and lower ribcage. As you<br/>gain further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this<br/>cyber-mantle is often referred to as “the true flesh.” One would have to look beneath the red robes of a Tech-Priest to<br/>discover what a cyber-mantle looks like, and thus no one admits to having seen one.<br/><br/>Potentia Coil<br/>Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce<br/>various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators salvaged<br/>from vehicle engines. Many a hunchback within the Adeptus Mechanicus is blamed upon a primitive coil.<br/><br/>Cranial Circuitry<br/>This is a series of linked processors, implants, and cortical circuits that augments your mental capacities. Most sit<br/>within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your<br/>devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away<br/>to provide room for additional augmentations. Cranial circuits are often very crude-looking and rather aged.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>