What would be his abilities?
I made up a first draft for Magos recently.
But I'm not really pleased with it.
Magus Special Rules
Experience Cost: 750 xp.
Soul of Iron: All Interaction Skill Tests used against a Magos suffer a –30 penalty. The Magos should choose one appropriate Common Lore, Scholastic Lore, Forbidden Lore, or Trade Skill as his main focus and area of expertise. The Magos gains one bonus degree of success with any of his successful Skill Tests involving Tech-Use or his chosen Skill, and in addition gains +10 to any Opposed Test involving Tech-Use or his chosen Skill.
Weapon-Tech: All Magos become masters of machine spirits and the sacred workings of tech. Many, however, specialise learning the blessed and secret intricacies of particular devices such as guns. Once per combat, the Magos can enhance his weapon, or seek out the weak points in an opponent’s armour, increasing the Magos’ deadliness. Once per game session, a weapon personally wielded by the Magos from the las, melta, plasma, shock, or power category (this may also include the Exotic category at the GM’s discretion) increases its Damage and Penetration by an amount equal to his Intelligence Bonus for one Round.
Armour-Monger: The finest armours and most powerful shields are all products of the followers of the machine god, based on the fabled and ancient designs of man’s glorious past. With years of training, a Magos can learn to enhance these protections, or use them in their optimum fashion. The Magos increases the Armour Points of any armour he wears by 2 on all locations it would normally cover as long as he has at least an hour each day to bless and prepare the armour. This bonus applies only to armour worn by the Magos.
Tech-Tinker: Not all Magos focus on war. Some favour the workings of other more miscellaneous kinds of machinery. A Magos can increase the effectiveness of a piece of technology, increasing its function or output. Once per day as a Full Action, the Magos can increase the power of a piece of technology which is neither a weapon nor protective device. This, in effect, increases its function by 50%, be it the range of the signal it can broadcast or the amount of items it can fabricate. This boost only lasts for the duration of a single scene or encounter (this amount of time may be extended at the GM’s discretion). The GM always has final say in the exact effects of a boosted piece of tech.
Magos characters gain access to a special set of talents. These talents available only to Moagos, and are purchased with experience in the same way as regular talents are purchased.
Ally of the Departmento Munitorum Tier: 2 Prerequisite: Career: Hierophant, Magos or Sage Aptitudes: Fellowship, Social The character may re-roll failed influences tests when attempting to requisition equipment or troops from the Imperial Guard, Imperial Navy, or a PDF.
Call of Iron Tier: 2 Prerequisite: Mechanicus Implants Aptitudes: Ballistic Skill, Agility The character may lift or move any unsecured metal objects weighing up to 3 kilograms per point of Willpower Bonus within a 40m range. He may move the objects slowly anywhere within 30m but cannot make attacks with objects he manipulates. Once he ceases controlling the object, it falls to the ground. Alternatively, the character may instantly call the metal objects to him. The character must make a Willpower Test and spend a Half Action to activate this Talent, and it may be ended as a Free Action.
Machine Spirit Empathy Tier: 1 Prerequisite: Binary Chatter Aptitudes: Intelligence, Tech When making an Skill Test using the Binary Chatter, Electro Graft Use, Gun Blessing or Technical Knock Talent the Magos gets an additional +10 Skill Bonus
Watched From On High Tier: 2 Prerequisite: Fellowship, Social Aptitudes: Ballistic Skill, Tech Whenever Influence is awarded for completing an adventure successfully, the Magos gains a bonus of+1 Influence. Conditioned Intellect Tier: 2 Prerequisite: INT 40 Aptitudes: Intelligence, General When making an Intelligence Test using the Foresight or Total Recall Talent the character gets an additional +10 Skill Bonus
Mental Aegis Tier: 3 Prerequisite: WP 50 Aptitudes: Willpower, Defence The character has a +10 bonus to all tests he makes to resist the effects of all psychic or warp based effects (including daemonic abilities and sorcery) and may re-roll failed Willpower Tests to resist any psychic powers that affect his mind. In addition, when the character is the target of a psychic attack of any kind (including direct physical attacks using telekinesis) he may force the attacking psyker to make a Willpower Test. On a failure, the attacking psyker suffers 1d10 points of damage plus 1 damage per point of the character’s Willpower Bonus. This damage is considered Impact Damage, directed at the head (more specifically, the face). The attacking psyker can reduce this damage by an amount equal to his Willpower Bonus but this damage bypasses armour and Toughness Bonus.
Voice of the Omnissiah Tier: 2 Prerequisite: Mechanicus Implants Aptitudes: Willpower, Tech If you succeed your Skill Test when using the Disturbing Voice, Feedback Screech, Mimic, Rite of Awe or Rite of Fear Talent you gain an additional DoS.