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B5-BeforeTheDawn:Technomage
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=== Drawbacks and Restrictions === Technomages can be extremely powerful, and the gamemaster may choose to implement story and/or mechanical restrictions on their abilities. Some examples are listed below. ==== Focus ==== Technomages often use a focus for their power, such as a staff or amulet. This can be represented as a penalty if the focus is missing. Step down Technomagic by one level (to a minimum of d4) if the Technomage does not have their focus. ==== Flaying ==== Flaying permanently removes the ability to be a Technomage. It is usually fatal - only those recently invested as a Technomage can survive, as the tech continues to integrate itself into the body over time. For game purposes, it is possible that the flaying could be incomplete (either by being interrupted or at the flayer's choice), leaving some Technomagic abilities accessible. The crippled Technomage can only use effects that utilize a Knack they possess as the primary element, and the gamemaster can give the Technomage a plot point to introduce glitches or unintended results. ==== Technovirus ==== Technomage conflicts are often fatal. When one Technomage has a conflict with another but manages to hold back from using lethal force, they can inflict a technovirus on their defeated foe. The game effect can vary, but typically the gamemaster can give the Technomage a plot point to shut down their powers for a scene, or require that the Technomage have a Knack for a power in order to use it. ==== Countermeasures ==== The tech that powers Technomagic is suppled by the Drakh, and likely includes an 'off' switch or other feature that allows them or their masters the ability to depower the Technomage. This knowledge is not widespread, and likely limited to the specific beings that have been given responsibility for keeping the Technomages in line.
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