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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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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. | 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. | ||
− | + | Focuses are generally not signature assets, but a part of what a Technomage needs to use their powers effectively. See below for how the lack of a focus may affect a Technomage's abilities. | |
=== Drawbacks and Restrictions === | === Drawbacks and Restrictions === | ||
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==== Focus ==== | ==== Focus ==== | ||
− | Technomages often use a focus for their power, such as a staff or amulet. | + | 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. |
==== Flaying ==== | ==== Flaying ==== | ||
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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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