Technomancy Focus (Cantrip) You learn one rank 0 Technomancy spell and gain the Upgrade talent.

Upgrade You can use an action to augment a melee or ranged weapon with Technomantic power. You must concentrate for 1 minute, during which time you use your tools to make the modifications using a tool kit. When you finish, expend the casting of a rank 0 Technomancy spell. For 1 hour, attacks made with the weapon deal +1 damage.

Gadget (Sense Magic) You can use an action to start building a gadget from spare parts you’ve picked up. If you concentrate for 1 minute, during which time you use tools to construct the device, you create a gadget that retains potency for 1 hour or until it’s used. Any creature holding the gadget can use it to make an attack roll or challenge roll with 1 boon. You can use this talent a number of times equal to 1 + your Power score, regaining expended uses when you complete a rest.

Mechanical Recovery (Spell Recovery or Improved Spell Recovery) You can use an action to heal damage equal to your healing rate. In addition, you remove 1d6 damage from each object you can reach and any creature or object created by a Technomancy spell you cast that is within short range of you. Once you use this talent, you must complete a rest before you can use it again.

Foil Device (Counterspell) When a creature you can see within short range of you makes a weapon attack, you can use a triggered action to make an Intellect challenge roll. On a success, you impose 1 bane on the triggering attack roll.

Improved Mechanical Recovery (Spell Recovery or Improved Spell Recovery) You can use Mechanical Recovery one additional time between rests.