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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
|-
|}


===Spells===
{| 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
|-
|}


'''Tier One''' - ''1 point invested''


''Steam Shield'' - The user utilizes their internal temperature to exert steam from their body that encases projectiles enough to slow them down so that the impact causes no physical damage. The user will find themselves slow and sluggish after use as their body tries to regulate its temperature once more. This ability can be used once every 3 hours.


''Bass Blast'' - The user is able to form makeshift speakers from metal on their person and around them that situate themselves upon each of their shoulders over the course of 10 seconds. The user can then amplify an intense scream that will stun every person within 10 blocks of them for 30 seconds but the blast will cause the speakers to be destroyed. The noise will not cause any permanent damage, but those within its radius will experience nausea and slight headaches for 30 minutes. This ability can be used once every hour.
{{Accredition
 
|Artists =
''Magnet Rise'' - The user is able to suspend all small metallic objects within a 5 block radius around their body. If within a building, they themselves are also able to suspend themselves 5 feet off the ground and float around freely, but will drop to the ground if struck or if they leave said building.
|Writers = Bimberi
 
|Processors = AWildRhia, Vulpes_Pulpes, Marytha
 
}}
'''Tier Two''' - ''2 points invested''
 
''Bionic Booster'' - This is a passive ability that requires no specific action on the part of the user. Users who have [[steamtech]] prosthetics are able to bypass all limitations of the piece and instead use the appendage as if it were their own natural body part but with the increased strength of an orc, depending on the appendage. However, this is locked to only one body part. If the appendage is used in a combat scenario, a resting time of 2 hours is required before it can be used again.
 
''Shift Gear'' - The user casts upon scrap metal up to 6 pieces, that then surrounds them in a 8 block radius, causing it to levitate and gravitate in a sphere around them. The user must remain still when doing so, but can launch the metal forward one piece at a time toward an opponent that upon contact does not pierce the opponents body, but strikes with the same force as a bludgeoning weapon.
 
''Blackout'' - The user is able to short circuit all electric, steam and magic powered technology within a 20 block radius for as long as they are able to channel this ability close by. The user must environment emote using it and if they leave the vicinity, the technology instantly powers back on. This ability can be used 1 time per day.
 
 
'''Tier Three''' - ''Three points invested''
 
''Mechanized Madness'' - The user channels all of their magical ability over the course of 1 minute to utilize the metal around them to create themselves a fully mobile armored mech suit, complete with a weapon of their choosing. They instantly obtain an additional +5 on combat rolls and cannot be harmed with unarmed or blunt combat weapons. The user can use this ability once every 1 day and will experience extreme exhaustion after use. The suit remains active for only 10 minutes.
 
''Aggressive Override'' - The user places both hands upon a piece of large machinery, be it factory equipment up to 4 meters in size, overriding their safety protocols and causing them to overheat. After 5 minutes, the machinery will begin to creak and rapidly overheat at which point the user can vacate the area and the machine will overheat and explode, destroying it and everything else within 10 blocks of it. This ability can be used once every 7 days.
 
''Overclocked'' - The user casts on up to three guns, allowing them to fire twice as fast, hold up to three times as much ammunition and negate any jamming mechanic the weapon has. The user may use one of these guns, but if they are struck in any way, will immediately collapse due to exhaustion. This ability can be cast every 24 hours.

Latest revision as of 03:14, 29 March 2026

Technomancers harness the possibilities of progress.

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.
Tier One Spells
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.
  • 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
Tier Two Spells
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.
  • 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
Tier Three Spells
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.
  • 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



Accreditation
Writers Bimberi
Processors AWildRhia, Vulpes_Pulpes, Marytha
Last Editor Bimberi on 03/29/2026.