New spell: Technomancy

By lyinggod, in Genesys

I am working on post apocalyptic techno fantasy setting inspired by the Thundarr the Barbarian cartoon (youtube intro) as well as the Breaches RPG. I have created the following Technomancy spell, taking inspiration from the CRB Augment spell and Telekinesis spell found on this forum. While some of these abilities might be replicated by existing spells, I wanted something that was more focused on controlling advanced technology.

A little more background relevant to the spell. There are no divine powers in the setting, just Arcane and Primal magics. Primal magic is achieved by bargaining with spirits in a "trade for services" type of arrangement, which is expected to usually have a minor narrative effect (unless sufficient despair or threat are generated) or unless trying to deal with (conjure) a Greater Spirit. Elemental Spirits have their own alien agendas and bargains are used by them to fulfill these through mortal agents (primal casters). Such bargains can become seemly extremely frivolous quests.

There will also be a Talent that breaks the maximum 5 Difficulty rule for casting by allowing the upgrading of difficulty dice for each difficulty above 5 to a maximum of 5 red but 3 Despair = Crit 151 (caster explodes, etc) . There are no "technology" spirits in this setting, only animal and elemental.

Any thoughts on refinement or improvement would be greatly appreciated.

Spell: Technomancy
Concentration : Yes
Skills : Primal

The technomancer has the ability to exert control over a piece of Advanced Technology (AT), allowing him to empower and control an AT device of Silhouette 0 subject to its inherent operating limitations within Short range. The technomancer uses his relevant skill, such as Drive for a car, to operate the device as if he were in actual physical control of it. The default difficulty for this check is Average ([DI][DI]). If the device is under direct control of another, such as a driven car, then the technomancer must make an opposed skill roll of the appropriate type (ie: Drive) against the controllers usage skill (ie: Drive).

Advanced Technology is defined as anything that is beyond the manufacturing ability of Medieval Man or has complex moving parts (such as a clockwork device).

Example: The technomancer can cause a .45 caliber pistol to fire, lock the slide, or eject the magazine but cannot cause it to move, reload, or self-disassemble since it is not designed to do these things on its own.

EFFECT

DIFF MOD

Range : Increase the range of the spell by one range band. This may be added multiple times.

+[DI]

Additional Target : The character can select two additional targets with-in range of the spell, and spend [AD] to affect an additional target within range for each spent [AD]. For determining silhouette size, only the largest of the items to be affected is applied. Example: If the caster is trying to affect a Silhouette 1 and a Silhouette 2 object then only two levels of Oversized are necessary, not 3.

+[DI]

Move : The object partially reconfigures itself to gain the ability to move in a single medium, such as along the ground, under its own power. Movement range is limited to the range of the spell and it may only move short range each turn. The device is, essentially, being operated by remote control. [AD][AD] to increase the maximum movement range to Medium. [AD][AD] to add an additional mode of movement such as flying. The caster uses his intellect for any skill checks required for devices subject to this effect as Athletics, Ranged (Light), etc.

+[DI]

Merge : The technomancer may combine 1 AT item with another item, creating a single construct with the abilities of all included devices in a functional, though possibly bizarre, fashion. If one of the items has characteristics then they are retained (subject to [TH] and [DE]). For each [TH][TH] spent, one primary ability of the new construct has limited functional effectiveness (such as a gun that only fires up).

The final Silhouette size is used to determine the number of Oversized effect levels are required. Example: If 4 Silhouette 1 objects would combined to make a Silhouette 2 object then two levels of Oversized would be necessary.

This may be used to merge an AT device, such as a cyberarm, with a living being which increases the difficulty by [DI]. The recipient of the device is has control but not proficiency, even he has the skill to normally use the device. This individual uses this device at [SE][SE] until he generates and spends [AD][AD][AD] on the device, while using the device. [TH][TH][TH] or [DE] results in the recipient having incomplete control of the item which may activate or deactivate when [TH][TH] is generated during its use. The living being is subject to the spells Silhouette rules.

+[DI]

Overpower : Increase the effectiveness of the primary purpose of the device by [SU] generated for 1 turn or 5 minutes in unstructured encounters. Spend [AD][AD] to increase the overpower duration by 1 turn or 5 minutes in unstructured encounters. This may be done multiple times.

  • [DE] or [TH][TH][TH] while casting this spell causes the device to explode, doing [TH] wounds to all in short range.

  • During device usage, [TH][TH] shorts out the device, causing base weapon damage or wounds equal to [TH] to the user.

    • Additional [TH] may give the device Blast, Lightning, increased range, or other properties..

Perhaps this should instead be an additional effect for Augment with the Technomancers only restriction

+[DI]

Oversized : Increase the Silhouette size the spell can target once. This may be added multiple times, increasing the Silhouette each time.

+[DI]

Autonomous : The technomancer bargains with a lesser spirit, offering to give it control of a device for services from the spirit via the device. Each level of the Silhouette above 0 adds +[DI]. If the device does not have characteristics, Brawn is Silhouette +1 and all other characteristics are 1 with a Wound Threshold of 8+Silhouette. Any characteristic or skill bonuses the device may have provided are added to its’ characteristics or become skill levels. [AD][AD] may be spent to increase a characteristic by 1.

[ TR] results in a Greater Spirit [rival] being bonded to the object, giving it the skills, abilities, and characteristics of the Greater Spirit with the following exceptions: Wound Threshold is 10+Silhouette and Brawn is increased by Silhouette. Any Skill and characteristic bonuses granted by the device are applied as normal.

This does not allow for any additional modes of movement that the device did not possess prior to becoming Autonomous unless the Greater Spirit can fly and its Brawn is sufficient to normally lift the device.

[ DE] results in the spirit being overwhelmed by the technology, or perhaps feeling betrayed by the bargain, and turns on the technomancer. Such rogue spirits upgrade their rival/nemesis status by 1. [TR] may be spent to have the autonomous device leave to rampage elsewhere.

Autonomous devices do not require Concentration by the technomancer to function but require the caster to spend [AD] for each turn or 5 minutes of desired service. [AD][AD][AD] for the scene, [TR] for each day. After which the automaton may wander off unless another bargain is struck. A Spirit may not be unbound from its device unless banished or the device is completely destroyed.

+[DI]


Edited by lyinggod
Clarity and typos