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== Creating a Technomage == | == Creating a Technomage == | ||
Technomages, like telepaths, have powers that can be difficult to integrate into a group. The Before the Dawn campaign requires that any Technomage character start with additional restrictions (see below). | Technomages, like telepaths, have powers that can be difficult to integrate into a group. The Before the Dawn campaign requires that any Technomage character start with additional restrictions (see below). | ||
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=== Approach: Technomagic === | === Approach: Technomagic === | ||
− | Technomages replace the Luck approach with Technomagic | + | Technomages replace the Luck approach with Technomagic. If the Luck approach is needed for a roll, treat it as a d6. |
=== Knacks: Technomage Spells === | === Knacks: Technomage Spells === | ||
The Passing of the Techno-Mages books state that Technomages have seven base spells that form the core of their abilities. They combine these base spells for all of their effects. The seven core spells are as follows: | The Passing of the Techno-Mages books state that Technomages have seven base spells that form the core of their abilities. They combine these base spells for all of their effects. The seven core spells are as follows: | ||
* '''Access''' - Ability to connect with and control technological devices. | * '''Access''' - Ability to connect with and control technological devices. | ||
− | * '''Communication''' - Ability to contact other sources of Technomagic | + | * '''Communication''' - Ability to contact other sources of Technomagic |
* '''Destruction''' - Basis of most attack spells. | * '''Destruction''' - Basis of most attack spells. | ||
* '''Energy Manipulation''' - Ability to redirect and focus energy. | * '''Energy Manipulation''' - Ability to redirect and focus energy. | ||
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The most common signature asset for a Technomage is their vessel, often called a '''Technomage Transport'''. At a d6, the vessel has no combat capabilities, but can add the die to rolls to remain undetected by other vessels or to navigate hyperspace. An enhanced signature asset may have armaments, improved navigation, or other capabilities. | The most common signature asset for a Technomage is their vessel, often called a '''Technomage Transport'''. At a d6, the vessel has no combat capabilities, but can add the die to rolls to remain undetected by other vessels or to navigate hyperspace. An enhanced signature asset may have armaments, improved navigation, or other capabilities. | ||
− | Some Technomages choose a '''Place of Power''' as a signature asset. The | + | Some Technomages choose a '''Place of Power''' as a signature asset. The technomage can add the asset die to rolls utilizing technomagic in that location, but the asset cannot be moved and can be lost if the location is destroyed. A Technomage that loses a place of power treats the former asset as a complication for a period of time determined by the gamemaster. |
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=== Drawbacks and Restrictions === | === 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. | 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. | ||
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==== Flaying ==== | ==== Flaying ==== | ||
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==== Technovirus ==== | ==== 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. | 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. | ||
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+ | ==== Focus ==== | ||
+ | Technomages often use a focus for their power, such as a staff or amulet. Instead of being a Signature Asset, 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. | ||
==== Countermeasures ==== | ==== Countermeasures ==== | ||
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'''Heart of a Healer, Mind of a Scholar d8'''<br> | '''Heart of a Healer, Mind of a Scholar d8'''<br> | ||
'''Herald of Destruction d8'''<br> | '''Herald of Destruction d8'''<br> | ||
− | - ''SFX: Root Spell of Destruction'' - Spend 1 PP on a successful use of Destruction to step up the effect | + | - ''SFX: Root Spell of Destruction'' - Spend 1 PP on a successful use of Destruction to step up the effect.<br> |
'''Secretive d8'''<br> | '''Secretive d8'''<br> | ||
'''Signature Asset:''' ''Technomage Transport'' d6<br> | '''Signature Asset:''' ''Technomage Transport'' d6<br> | ||
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