B5-BeforeTheDawn:Technomage

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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).

Approach: 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

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.
  • Communication - Ability to contact other sources of Technomagic
  • Destruction - Basis of most attack spells.
  • Energy Manipulation - Ability to redirect and focus energy.
  • Healing - Ability to manipulate organic matter and restore it to a functional state.
  • Invisibility - Ability to avoid detection.
  • Shielding - Ability to block or dissipate hostile forces.

Every known Technomage spell utilizes at least two base spells to create an effect. A Technomage character can choose any of the base spells as a Knack. A Technomage that has the primary element of the spell as a Knack can add the die to the roll.

Signature Assets: Technomagic Items

A Technomage can choose an item as a signature asset. However, the item should only be usable in specific situations, and not just an easy way to get a bonus die for a spell effect.

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 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.

Drawbacks and Restrictions

Technomages can be extremely powerful, and the gamemaster can choose to implement story and mechanical restrictions on their abilities. Some examples are listed below.

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.