Technomancers are more than just skilled technicians. They are in tune with machines, connecting with them not only on an intellectual but a spiritual level and having mastered the art of Nanotechnology. Through this, they have leaned to infuse their bodies with microscopic robots. The nanobots replenish themselves in the Technomancers body. They seek fulfilment by putting their efforts into analysing and creating items. Other spellcasters often look upon them with amusement or exasperation, as he shows little interest in perfecting his spellcasting abilities. But when a Technomancer shows up he'll likely be packing serious mystical firepower. Unlike the abilities of other spellcasters, the he is a master of magical creation superior to all magic-wielding characters. Useful tools, weapons, and especially magical constructs and clockwork machines whose operation lies in the manipulation and containment of powerful magic.

Step 1: Attributes
Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Engineer Computer
Knowledge Artifacts
Knowledge Geomancy
Knowledge Magic
Science Mathematics
Science Nanotech
Step 3: Abilities
Technomancers gain all the following free;

Spellcast - The first sphere the mancer learns from is free and must be from Technomancy, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Technomancy, Common and Urbain. Mancers can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 5, 9, 13 and 17. +1 Sanity save at levels 3, 7, 11, and 18. +1 Willpower save at levels 1, 4, 8, 12, 15 and 18. +1 Spell Bonus at levels 6, 12 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Technomancers start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Chat 5 This allows the mancer to talk to any machine he touches.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
HP Bonus 10 CON +6 HP instead of 4, +6 per level.
Mana Power Source 5 Existing equipment, weapons or vehicles that require some form of energy or fuel source can be modified to operate on mana instead. It requires one mana to replace each charge or litre of fuel.
Range Boost 5 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
Salvage Parts 5 The Technomancer can through careful examination of an existing magic item gain valuable insights and even salvage precious ingredients and materials, to use towards the manufacture of his own items. A Technomancer can also identify machines (their place and date of manufacture and special traits) with perfect accuracy. He can tell whether something has been sabotaged or not, or if a computer has any sort of virus or Trojan.
Techno Heal 10 The nanites can be directed to limit damage to the body, by directing the blood away from wounds, releasing medicaments and building alternative blood vessels and nerves to circumvent injuries. If everything else fails they douse the brain in neuroprotectants and lower the body temperature, to allow a cryogenic suspension. The recipient heals twice as fast as normal. The nanites also map the body and all the cells and then try to maintain the body by killing tumourus cells, executing gene therapies, repairing slightly damaged organs and destroying all possibly toxic waste products (e.g. free radicals). They grant a bonus to all checks against illnesses and poisons. However it cannot return the Technomancer from the dead, nor can it re-grow or reattach severed limbs.
Techno Navigation 5 The Nanites detect the planets magnetic field and thus, when such a field is detectable, let the user get a "feeling" for where he is relative to the magnetic poles (also works in proximity to planets with a magnetic field, bonus to navigation +20%).  
Techno Touch 5 The user can release nanites through the skin that can damage computer systems. The nanites can either affect the CPU, degrading its quality as given, or they can affect data stores and thus damage either active or passive programs.
True Sight 10 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; IT, Computer Programmer, Vehicle Designer, Aerospace Engineer, Lab Researcher and Computer game designer.

 

 

Modern Classes