Technomancer: Difference between revisions
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With its origins rooted in the grimoires of the word bending Spellbinders, Technomancy is the most recently developed school of magic and centers around the control and manipulation of energy, steam, metal and technology. It’s theorized that students of the discipline are able to accomplish these arcane feats by manipulating the potentia in mechanically produced energy and metals, both raw and tempered, however the extent and limitations of such use of magic have yet to be discovered. Practitioners of this school are often referred to as “modders” by normal society across Pannotia due to their affinity and allure toward technological prosthetics, primarily those powered by steam. Some believe this is because of Technomancers ability to adjust and alter the way their prosthetics work with their magical ability, with some technomancers fully capable of assuring that their bionic limbs operate just as efficiently, if not moreso, than their original body part. | With its origins rooted in the grimoires of the word bending Spellbinders, Technomancy is the most recently developed school of magic and centers around the control and manipulation of energy, steam, metal and technology. It’s theorized that students of the discipline are able to accomplish these arcane feats by manipulating the potentia in mechanically produced energy and metals, both raw and tempered, however the extent and limitations of such use of magic have yet to be discovered. Practitioners of this school are often referred to as “modders” by normal society across Pannotia due to their affinity and allure toward technological prosthetics, primarily those powered by steam. Some believe this is because of Technomancers ability to adjust and alter the way their prosthetics work with their magical ability, with some technomancers fully capable of assuring that their bionic limbs operate just as efficiently, if not moreso, than their original body part. | ||
==Spells== | |||
*Unlike other magic disciplines, for Technomancy to work, the individual must have skill in the Engineering Talent subcategory. As a result, it is required that every Technomancer has an investment in this particular talent subcategory. Additionally, they must have at least some form of mechanical prosthetic. | |||
{| class="wikitable" | |||
|+ Tier One Spells | |||
|- | |||
!style="width:10%; text-align:center;"| Name | |||
!style="width:72.5%; text-align:center;"| Description | |||
!style="width:10%; text-align:center;"| Cooldown/Cost | |||
!style="width:7.5%; text-align:center;"| Action Type | |||
|- | |||
| '''Steam Shield''' | |||
| Harnessing their internal warmth and technological elements, the Technomancer unleashes a wave of steam that buffets back incoming projectiles, making them immune to all Attacks from outside of Melee Range for '''2 turns''', but causing them to suffer '''-2 DEX''' for the duration. | |||
*With 2 points of Engineering, the duration is extended to '''4 turns''', and the caster no longer loses '''DEX'''. | |||
*With 3 points of Engineering, all enemies within '''2 blocks''' when the ability is cast suffer '''1d4''' damage, in addition to the effects of 2 points. | |||
| Once per Combat | |||
| Action | |||
|- | |||
| '''Bass Blast''' | |||
|The Caster manipulates metal around their body to form two shoulder-mounted speakers, unleashing soundwaves similar to a factory in front of them. This affects a '''2 Block''' area, causing all targets (excluding the Caster and other Technomancers) to make a Scrutiny defense roll. If the roll is below 5, they are '''Dazed''' for '''one turn'''. | |||
*With 2 points of Engineering, the area is expanded to '''5 Blocks''', and the duration of the '''Dazed''' status is '''two turns'''. | |||
*With 3 points of Engineering, the area remains at '''5 Blocks''', the save threshold increases to a roll below 6, and affected targets are additionally pushed back by '''3 Blocks'''. | |||
| Once per Combat | |||
| Action | |||
|- | |||
| '''Magnet Rise''' | |||
|The Caster manipulates metal to support their own weight, hovering just above the ground as a mobility aid. For '''three turns''', the Caster is immune to Restrained. | |||
| 2 hours | |||
| Action | |||
|- | |||
|} | |||
=== | {| class="wikitable" | ||
|+ Tier Two Spells | |||
|- | |||
!style="width:10%; text-align:center;"| Name | |||
!style="width:72.5%; text-align:center;"| Description | |||
!style="width:10%; text-align:center;"| Cooldown/Cost | |||
!style="width:7.5%; text-align:center;"| Action Type | |||
|- | |||
| '''Bionic Booster''' | |||
|The Technomancer uses their mastery over steam and technology to over-exert prosthetic limbs on themselves or a chosen individual for '''two turns'''. At the base level, the Caster can enhance '''Steamtech''' prosthetics, granting '''+2''' to '''STR''' and '''DEX'''. Once the effect ends, the prosthetic is overloaded and cannot be affected by the ability again for the remainder of combat. | |||
*With 2 points of Engineering, the bonus increases to '''+3''' for both attributes. | |||
*With 3 points of Engineering, the benefit extends to prosthetics of '''any''' technology, granting '''+4''' to the chosen Total. Additionally, the enhancement grants '''Advantage''' to the next attack and defense rolls. | |||
| 1 hour | |||
| Action | |||
|- | |||
| '''Shift Gear''' | |||
|The Caster sharpens scrap and tools using metal manipulation, surrounding themselves with two large metal chunks to strike up to two opponents. Roll Mystic Total against the target's Dexterity Total for each shard, dealing '''1d8''' Damage on a successful hit. | |||
*With 2 points of Engineering, the damage roll increases to '''1d10'''. | |||
*With 3 points of Engineering, the damage remains '''1d10''', and the opponent suffers bleeding for '''one turn''', incurring a '''Disadvantage''' on their next Attack Roll. | |||
| 1 turn | |||
| Action | |||
|- | |||
| '''Blackout''' | |||
|By standing still and channeling their potentia, the Caster can induce a temporary malfunction in all machinery within emote distance (except for weapons) for '''three turns'''. Any prosthetics in the affected area malfunction, causing the affected to suffer the Dazed Status Effect. The Technomancer must maintain '''Concentration''' to uphold this effect. | |||
| Once per Combat | |||
| Action | |||
|- | |||
|} | |||
{| class="wikitable" | |||
|+ Tier Three Spells | |||
|- | |||
!style="width:10%; text-align:center;"| Name | |||
!style="width:72.5%; text-align:center;"| Description | |||
!style="width:10%; text-align:center;"| Cooldown/Cost | |||
!style="width:7.5%; text-align:center;"| Action Type | |||
|- | |||
| '''Mechanized Madness''' | |||
|The Caster uses their mastery over metal to magnetically pull material together, constructing an armored mechanized suit around their body for a '''four turn''' duration. No other Abilities may be used during the duration. At the base level, the Caster gains a '''+2''' to their Mystic Total, may make a '''MYS''' vs '''DEX''' attack to deal '''1d10 damage''', and they gain '''5''' temp HP. | |||
*With 2 points of Engineering, the Caster gains a '''+4''' to their Mystic Total, the damage increases to '''1d12''', the temp HP increases to '''10''', and they gain Immunity to Brawn (Unarmed) Attacks. | |||
*With 3 points of Engineering, the Caster gains a '''+6''' to their Mystic Total, the temp HP remains at '''10''', and they gain '''immunity''' to all non-magical Ranged Attacks. | |||
| Once per Week | |||
| Action | |||
|- | |||
| '''Master of Magnetism''' | |||
|With a swift hand, the Caster summons scrap metal to grab a nearby person or object and fling them horizontally. At the base level, the Caster can grab any 1 Ally or Enemy within emote range ('''16 blocks''') and move them '''3 blocks''' in any direction. | |||
| Once per Combat | |||
| Action | |||
|- | |||
| '''Overclocked''' | |||
|A master of invention, the Technomancer is much more equipped to handle the creation of new technologies and inventions. As a Passive ability, the Technomancer causes all rolls during the creation of Inventions through the Engineering Mechanic to gain '''Advantage'''. This ability can also be used in progressions to override a large machine's safety protocols, short-circuiting, overheating, and ultimately destroying the equipment. | |||
| Once per Progression/Innovation Submission Round | |||
| Passive | |||
|- | |||
|} | |||
{{Accredition | |||
|Artists = | |||
|Writers = Bimberi | |||
|Processors = AWildRhia, Vulpes_Pulpes, Marytha | |||
}} | |||
Latest revision as of 03:14, 29 March 2026
Overview
With its origins rooted in the grimoires of the word bending Spellbinders, Technomancy is the most recently developed school of magic and centers around the control and manipulation of energy, steam, metal and technology. It’s theorized that students of the discipline are able to accomplish these arcane feats by manipulating the potentia in mechanically produced energy and metals, both raw and tempered, however the extent and limitations of such use of magic have yet to be discovered. Practitioners of this school are often referred to as “modders” by normal society across Pannotia due to their affinity and allure toward technological prosthetics, primarily those powered by steam. Some believe this is because of Technomancers ability to adjust and alter the way their prosthetics work with their magical ability, with some technomancers fully capable of assuring that their bionic limbs operate just as efficiently, if not moreso, than their original body part.
Spells
- Unlike other magic disciplines, for Technomancy to work, the individual must have skill in the Engineering Talent subcategory. As a result, it is required that every Technomancer has an investment in this particular talent subcategory. Additionally, they must have at least some form of mechanical prosthetic.
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Steam Shield | Harnessing their internal warmth and technological elements, the Technomancer unleashes a wave of steam that buffets back incoming projectiles, making them immune to all Attacks from outside of Melee Range for 2 turns, but causing them to suffer -2 DEX for the duration.
|
Once per Combat | Action |
| Bass Blast | The Caster manipulates metal around their body to form two shoulder-mounted speakers, unleashing soundwaves similar to a factory in front of them. This affects a 2 Block area, causing all targets (excluding the Caster and other Technomancers) to make a Scrutiny defense roll. If the roll is below 5, they are Dazed for one turn.
|
Once per Combat | Action |
| Magnet Rise | The Caster manipulates metal to support their own weight, hovering just above the ground as a mobility aid. For three turns, the Caster is immune to Restrained. | 2 hours | Action |
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Bionic Booster | The Technomancer uses their mastery over steam and technology to over-exert prosthetic limbs on themselves or a chosen individual for two turns. At the base level, the Caster can enhance Steamtech prosthetics, granting +2 to STR and DEX. Once the effect ends, the prosthetic is overloaded and cannot be affected by the ability again for the remainder of combat.
|
1 hour | Action |
| Shift Gear | The Caster sharpens scrap and tools using metal manipulation, surrounding themselves with two large metal chunks to strike up to two opponents. Roll Mystic Total against the target's Dexterity Total for each shard, dealing 1d8 Damage on a successful hit.
|
1 turn | Action |
| Blackout | By standing still and channeling their potentia, the Caster can induce a temporary malfunction in all machinery within emote distance (except for weapons) for three turns. Any prosthetics in the affected area malfunction, causing the affected to suffer the Dazed Status Effect. The Technomancer must maintain Concentration to uphold this effect. | Once per Combat | Action |
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Mechanized Madness | The Caster uses their mastery over metal to magnetically pull material together, constructing an armored mechanized suit around their body for a four turn duration. No other Abilities may be used during the duration. At the base level, the Caster gains a +2 to their Mystic Total, may make a MYS vs DEX attack to deal 1d10 damage, and they gain 5 temp HP.
|
Once per Week | Action |
| Master of Magnetism | With a swift hand, the Caster summons scrap metal to grab a nearby person or object and fling them horizontally. At the base level, the Caster can grab any 1 Ally or Enemy within emote range (16 blocks) and move them 3 blocks in any direction. | Once per Combat | Action |
| Overclocked | A master of invention, the Technomancer is much more equipped to handle the creation of new technologies and inventions. As a Passive ability, the Technomancer causes all rolls during the creation of Inventions through the Engineering Mechanic to gain Advantage. This ability can also be used in progressions to override a large machine's safety protocols, short-circuiting, overheating, and ultimately destroying the equipment. | Once per Progression/Innovation Submission Round | Passive |
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