Technomancer: Difference between revisions

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(Created page with "thumb|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...")
 
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===Spells===
===Spells===


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

Revision as of 16:50, 8 January 2023

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

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.

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.


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.