Technical Ability
| Technical Ability | |
|---|---|
| Class | Attribute |
| Skill | Engineer |
| Per Point | +2 Armor |
| Perks | Technical Ability Perks |
Technical Ability is the attribute of know-how. It decides how much armour V wears, how much chrome the body can hold, and how well V handles the weapons that have to be charged, thrown or launched. More than any other attribute it changes what V can build rather than only how V fights. It is the attribute for a cyberware heavy build and for anyone who prefers explosives to bullets.
Tiers
The four gates work as they do in every tree. Rookie opens with the first points, Pro with a solid run, Phenom with a serious investment and Legend with nearly everything.
What is behind them is unusual. Rookie and Pro are largely about supply and about the implants themselves, Phenom holds the payoff perks that each open a branch, and Legend holds the perks that define a fully committed build. A shallow investment here still pays, because the cyberware improvements apply to every implant V owns.
Weapons
Raising Technical Ability improves V's proficiency with grenades, Tech weapons and the Projectile Launch System. It also raises how much high end cyberware V is compatible with, which is the part that matters to every other build in the game.
Tech weapons charge before they fire and punch through cover, and the tree's Bolt line turns that charge into a skill, with a shot released just before full charge that hits harder and ignores most of the cover penalty. Grenades get their own line through Pyromania, where landing explosions builds stacks of movement speed and explosion damage.
Checks
Technical Ability is how V gets through locked things. Some doors and containers can be bypassed, some devices can be overridden without a netrunner's deck, and conversations open tech savvy replies that let V talk about hardware with people who build it.
Those checks are common in corporate buildings and in gigs that involve machinery, which means a build with points here finds routes through the parts of the city that are built rather than guarded.
Skill
The Engineer skill rises with Technical Ability, levelling from Tech weapons, grenades, the Projectile Launch System and Bolt shots, from kills made while cyberware abilities are running, from crafting, upgrading and disassembling, and from the attribute's own checks. Its rewards run from armour and cyberware capacity to grenade damage, item effectiveness, a large increase to every cyberware stat modifier, and burning on Bolt shots.
Branches
Glutton For War starts the supply branch, through Health Freak to the perks that handle health items and grenades running dry. All Things Cyber starts the cyberware branch, through License To Chrome to the slots, durations and cooldowns of every implant in V's body, and finally to Edgerunner.
Pyromania carries the explosives branch, with Friendlier Fire making it safe to fight inside the blast and Doomlauncher rebuilding the Projectile Launch System entirely. Bolt carries the Tech weapon branch to Shock Value and Chain Lightning. Gearhead sits outside all of it and improves V's cars.
Notes
Technical Ability is the attribute every other build borrows from, because cyberware capacity and armour are useful to all of them. Renaissance Punk rewards spreading points across attributes rather than concentrating them, which makes this tree friendly to a broad build.
All Technical Ability Perks
All Attributes
Every attribute V spends points in is listed below, with the skill it levels and what one point buys.
| Name | Image | Skill | Per Point | Perks |
|---|---|---|---|---|
| Body | Solo | +2 max Health | Body Perks | |
| Reflexes | Shinobi | +0.5% Crit Chance | Reflexes Perks | |
| Technical Ability | Engineer | +2 Armor | Technical Ability Perks | |
| Intelligence | Netrunner | +1 max RAM per 4 points | Intelligence Perks | |
| Cool | Headhunter | +1.25% Crit Damage | Cool Perks | |
| Relic | - | - | Relic Perks |