My players have been asking about what skills they need to make and maintain servitors? I haven't been able to find the specifics involved. Any info would be appreciated.
Thank you.
My players have been asking about what skills they need to make and maintain servitors? I haven't been able to find the specifics involved. Any info would be appreciated.
Thank you.
Step 1 - Be a Tech Priest
Step 2 - Find a suitable body
Step 3 - ???
Step 4 - Profit! (Servitor)
In all seriousness I would say, to make one they would need to be a Tech Priest, fairly high ranking too in order to have access to the knowledge required. Tech-use goes without saying, access to suitable workshop, either vat grown body or some sort of donor, bioincs inc weapons and plenty of time would list among the ingedients.
To maintain and use one, again Tech-use would be a definate. Programming one may require a MIU or even some sort of mechadendrite?
As above basically, but with Step 3 being divided into three rolls over a two-week period.
1: A Hard chem-use roll to prepare the said body for servitor -dom (Strengthening the weak flesh against decay)
2: A hard Tech-use roll to prepare the implants (Can't just buy this stuff down at the radio shack
3: A hard Medicae roll to fit it all together
Spending extra Time, having helpers and so on will make the tests easier and so will better quality production equipment / Body-donor.
Never had this come up myself, but I think I would handle it something like this.
You should also have a suitable work shop.... I imagine a mix of a laboratory, a surgery center and a cybernetic workshop.
In short: I do not believe that your pc will be able to aquiere the means.
poor quality cybernetic brains turn people into servitor, the cyber familiar and medicae rules in the inquisitors handbook covers the rest of it
the biggest factor is buying the parts and taking the time to work on it
Definitely Medicae. To build cybernetic parts would seem to be either Trade (Technomat) and Trade (Armourer) or Tech-Use (depending on where you stand in the discussion elsewhere on Tech skills). I'm leaning towards the idea that there needs to be a special Trade skill for this - it's just too specialised to be covered by any of the existing skills.
I agree with what others have said about the necessary laboratories and equipment. This would be very hard to come by. The character will need to be very well connected - I suggest that it should be a substantial story arc just getting the training, parts and workshop to get started with!