Technomancy.   Posted by Chronos.Group: 0
Chronos
 GM, 21 posts
Sat 21 May 2011
at 14:38
Technomancy
Technomancy :
           At the cutting edge of science and technology devices exist that manipulate bend or seem to defy the physical laws of the universe. Designing building and effectively using these devices is the realm of the Technomancer. Part mad scientist, part engineer, and part artist, the Technomancer is as far ahead of the average tech as a modern tech is ahead of a medieval blacksmith.
        There is no such thing as an average Technomancer, they all dress, act, even think in radically different ways. One may be a scholarly monkish sort who conducts himself in a solemn thoughtful manner using devices that resemble ancient relics, medallions and religious icons. Or they may be wildly unpredictable party girls wearing little more than bits and pieces of high tech armor, a few well placed straps, and  a bewildering array of sleek, lethal weapons that are seldom seen outside of anime-vids.
         Few organized groups of Technomancers exist. And those are usually the domain of shadowy quasi-governmental agencies, secret orders and religious cults. Those organizations take in only selected members. Train them in their techniques. Modes of operation or rituals.
         As a result most of the bleeding edge tech used by a Technomancer will never be fully understood, marketed or even researched their secrets are their own and few will ever willingly pass them on to any but an apprentice, friend or lover.

   The tools of the Technomancer are prototypes based on either reverse engineered alien technology, ancient Oísahdii artifacts, or phenomena that still have yet to be fully explored and explained by science. The average Technomancer may or may not understand how his device work but he can manufacture workable devices, from exotic materials purchased or scavenged from computers, weapons, or even hyper drives. Given sufficient resources time and freedom the Technomancer can prove himself a valuable ally or a formidable foe.
   The Technomancers use of dark matter, quantum resonance, and weaponized nanites that skirt the ragged edge of legality. In some locations the presence of a Technomancer is cause for security forces to put their elite tactical teams on alert simply to be prepared if he decides to become a problem.
   Interstellar Law, Oísahdii protocols and simple common sense seem to do little to curb a Technomancer when he begins to research a new device, or weapon. This alone is enough to worry any official or law enforcement officer.

Technomancer on station...trouble
Technomancer On station looking for someone a squad of drones in tow.... Security alert.
Technomancer Holding an innocent looking little ball and grinning insanely....run for you life.

Tecnomancy powers tend to require a device or weapon to use them. cots of the original Prototype( Or P-type) is part of the initial training in a techniques however replacements or new P-types are sometimes costly.

A P-type unless specified costs Purchase DC 12+( level+Level) in materials and requires  Craft check DC 15+level to manufacture.
  A P-type is usually about the size of a large pistol or laptop n size and is fairly identifiable. Gadgets may be applied to the P-type as if it were any other weapon or computer.


Power sources:
Most devices have a listed drain. typically this is drawn from the Technomancer's own bio-electric field (causing fatigue and reducing health points) however construction of a converter can allow the Technomancer to draw in electricity and convert it into bio-energy allowing him to use standard weapons power cells as a viable alternative.

Bio-field convertor:
 Size: Small
Purchase DC: 14+2 per 10 charges held;
   A bio-converter produces on Technomancy charge per 4 charges drawn from a standard energy weapon power cell. or can be charged from a typical power outlet at a rate of 1 charge per hour of charge time.
  If damaged the device looses it's stored energy creating a small but intense burst of electric energy (inflicting 1d4 d4 of damage (electric) to the wearer.) and must be repaired before it can be used again.

This message was last edited by the GM at 16:28, Sun 10 June 2012.

Chronos
 GM, 22 posts
Sat 21 May 2011
at 15:08
Re: Technomancy: Invent/improvise
Invent/Improvise

              Invent and Improvise are nearly identical in mechanics, the only difference being the cost, time needed to build, and reliability of the finished product. Both are used in the same way for determining those factors. However significant difference do exist in certain areas, which are addressed in detail below.
          Improvise is the art of making something useful out of trash and spare parts. Sometime you just donít have the tools you need or someone took them away from you. In this case the tech calls on Patron Saint McGuyver and goes to work scrounging through the junk on hand.  In an hour he can usually throw together something that will get the job done,. It isnít pretty, I will likely burst into flames and melt down before he end of the day, and it often resembles what it is...a collection of trash held together with spot welds, bailing wire, paperclips and bubble gum.
                 If the device lasts the day it will be a miracle and it should be retied with honor to the shelf over the techs workbench to spend the rest of itís days a a shining example of his genius

            The older more mature bother of Improvise is Invent, through careful research, meticulous planning and precise engineering a scientist can counter an enemies advantage create a new and improved version of exiting devices or create a method of simulating techniques and abilities seen in his travls or during his research. Unlike Improvise though the requirements for Invent are strenuous. Uninterrupted research time, complicated manufacturing and diagnostic equipment. And more time than would ever be possible in the field.
          All this takes money, friends and resources. Fortunately for most scientists universities, corporations and governments are always happy to supply those in abundance to a talented inventor. For the price of turning over his latest invention to them to do with as they please.
           Independent and free lance researchers often find themselves strapped for resources and facilities leaving them an abundance of time to ponder their latest theory, if they arenít forced into the mundane word of working for a living.
           While few scientists willingly take to the field to test their new discovery a few relish the challenge and adventure and personally take their devices out into the world to give them a thorough shake down before sending them off o the engineers who will turn them into marketable goods, or shelve them in a warehouse to collect dust until needed to resolve., or instigate, some unforeseen crisis.

             To determine the difficulty cost in resources, and time taken the tech has to determine the effective level of the device she intends to build.
Skill bonus:             1 level Per +1 ( max level of improvise known)
Damage      :            1 level Per D6 of damage( improvise: max damage Level of Improvise +2)
Damage reduction/AC:1 level per 2 pts DR or 1 pt AC
Movement:                1 per 5ft or 10mph
Hazard protection        1 per hazard+ 1 per level of intensity
Range Increment:         1 level per 5 ft or 5 MPH( see notes)
Duration : See Notes
Radius of effect:         2 level per 5 feet 5 ft radius
Number of uses           -2 levels for single use, +1 level per 3 uses
Saves            :        base 10, one lever per +2 to save DC
Imitate Known Technique:  3 levels/level of technique
Imitate unknown power     5 levels per level imitated
Imitate extraordinary ability 10 levels
Skill Penalties:          -1 level pr -2 skill penalty
Activation time:           See Notes
Single use disposable:      -2 levels
Single shot manual reload    -1 level
Single shot internal magazine +0
Detachable magazine           +1
Semi auto                     +1
Full auto fire                +2
3 round burst                 +1
External Power supply         -1
Size of device
fine ( pen, pocket knife) 1/4 location        +6
Diminutive cell phone wallet 1/2location      +5
Tiny ( glove, small knife pistol)1 location   +4
Small( laptop, large pistol 2 locations       +3
Medium ( jacket, SMG) 3 locations             +1
Large( rifle, body armor, suitcase) 4 locations   +0
Huge( machinegun, filing cabinet)                 -1
Gargantuan ( car, dumpster)                       -4
Reliability
Unreliable ( break roll on use/-4 on break save)        -4
Poor reliability( Break roll on skill/attack failure -2)-2
Average ( break roll on crit fail, or +0 break roll)    +0
Good      ( break on damaged or + 2 beak save)          +1
Excellent( no break roll, +4 break save)                +2
Controls
Locked                                                   +2
Unique                                                   +0
Standard                                                 +4
Mass Production                                          +6




SKILL BONUS: if an item decreases a skill bonus reverse the level of the penalty is subtracted from the total levels of the device. A -2 armor penalty, or a -2 to an attack roll = -2 levels

ARMOR CLASS/DR For invent armor and DR are treated as normal armor or force fields however improvised armor and force fields are notoriously unreliable. In effect increasing the crit threat range of any attack by two. If the attack is a critical threat only because of this modification the attack simply bypasses armor and does not inflict extra damage.
    Also if an attack misses or hits by a number equal to the amount of Ac the device grants then the armor or shield must make a breakage check. Fort Save DC damage rolled on attack. If this save is missed then the armor breaks and is useless or the shield pack fuses into a rather interesting bit of modern art and catches fire. Trusting you life to armor or shield you made out of scrap is the act of a truly desperate, or truly insane individual.

MOVEMENT is either combat move, or vehicular speed. 5 ft of movement comes out to roughly 5 miles per hour. For a character so at 30ft per round, running speed would be about 17 to 10 miles per hour. Of course a human cant keep this up for more than a few minutes at best. After al a 4 minute mile is considered a good rate for joggers and runners.( that is about 132 ft per round maintained for 4 minutes)
           IMPROVISE:  When using vehicular speeds, the standard move increment would be 5 miles per hour This movement is over land, or water for flying level costs are doubled and fight it clumsy. Hover can be added for an additional 2 levels.
        INVENT: when using vehicular speeds standard movement increase is 10mph for grond and water movement. Flight movement is 5MPH and the maneuverability is good, maneuverability increase movement costs by 1 per level of movement added.)
                Movement rates are intended to replace natural movement not amplify it. This is most useful for when a character has been injured and cant walk or when the character has to carry a heavy load and needs something to haul his gear and himself out of the area without stopping every ten minutes to catch his breath.
               If the device is intended to boost a characters natural running speed he must obey all normal rules for running including, encumbrance, reductions on movement due to injury, fatigue or exhaustion,  fortitude saves, to maintain his pace, and a pretty good chance of falling on his face and getting a good case of road rash.
HAZARD PROTECTION: to protect fro environmental hazards such as radiation, toxins, infectious disease, or nasty little parasites that want to burrow into your flesh and lay their eggs. protection must equal the intensity of the threat. The GM will assign a threat level each step up the list increases the level of the protection 1 pt. Nuisance
Light
Moderate
High
Severe
Dangerous
Lethal
each hazard must be protected against individually, in a nuclear fallout zone it would require both protection from background radiation, airborne fallout, and contact contamination.
       In a toxic disease ridden swamp it would require one for the airborne toxins, contact toxins, airborne diseases, and insect/contact borne diseases.
           Space only has one intensity level: lethal, boiling heat sub-arctic cold, lack of pressure and breathable air make protection against a grotesque and hideously painful death a bit trickyÖ.better hope the improvised space suit your wearing doesnít pack it in I the middle of a space walk.
          If a hazard actually deals any damage measured I dice, or hit point damage then the device will ave to include sufficient DR to resist ding destroyed by the environment itself. A fire proof suit would have to be able to resist the total damage of a fire to keep fro being slowly destroyed by the flames ( a 5d6 house fire would require at least DR 30 to avoid being incinerated if caught in the middle of it.)
       Armor designed to protect from one specific hazard, acid, heat, fire, electricity, etc has ľ cost but it offers only ľ itís rating against other hazards, or attacks. But that fire proof suit that wont stop a dinky .22 caliber bullet sure looks good when that napalm canister you were trying to disarm blows up in your face.


Magazine : a magazine may be a power supply, battery, generator, fuel tank , or a group of projectiles/ power cells contained in a single storage unit. Without a magazine the device must be disassembled opened or broken down to replace the power source/ammunition  this takes significantly longer than simply swapping out a self contained unit such as a rifles clip, or a detachable fuel tank.

The number of rounds/uses in a magazine indicates the number of charges, batteries bullets the weapon holds. And the manner they are reloaded.. Each device that requires power to operate is assumed to have on 10 minute power supply. Each offensive weapon is assumed o hold one power charge or projectile. Items that require power are assumed to have enough power for one our of continuous use.

Manual reload: item must be opened, the old supply must be removed and new power supply/projectile  installed each time it operates. This is a full round action.

Internal magazine: holds a number of extra projectile or batteries. But user must manually eject used power source, chamber a new one, or switch to a new battery. This is a move action. Reloading the magazine is a full round action.

Self loading, device automatically ejects spent power source/projectile and replace it with a fresh one. Once magazine is empty the magazine must be refilled/replaced.

The number of rounds charges, uses a device can hold does not increase the cost or time taken to build a unit, it is simply recorded for completeness. Onl the ease and time taken to reload is taken into account in determining cost and time of construction or research.

Items that do not use power , armor, melee weapons, tools, do not require a magazine but at discretion of GM may not be able to use certain abilities, or effects.

DURATION: usually duration of effect is 1 skill check, or attack. However a tech can squeeze more life out of his toy with some creative thinking. Increasing the duration of a damaging effect indicates the target takes damage for a number of rounds equal to the duration. For skill bonuses, and defensive abilities the effect last for the duration instead of ending after the first attack mad against it.
Duration levels
For non damaging affects
1rnd/skill use      free
3 rnds                 +1 level
1 turn,                +4 levels
10 minutes         + 10 levels
For damaging effects
1 rd,                   +1 Level
1d3 rnd                +2 levels
3 rnds,                +4 levels


BREAKING YOUR TOYS: Inventions are far more robust, due to careful engineering and construction allowing them to function without risk of breaking as do improvised items. The ite has the same hit points and hardness as any highly complex device. Requiring more damage to destroy and not requiring checks
to determine if the item breaks after use.
          However improvised items break, sooner rather than later. Once all their uses have been depleted, or if the weapon is damaged, they break. Each time the weapon is used there is a 50% - ranks in improvise chance the iem will break after it is used allowing one last use before it fuses into useless junk.

IMITATING TECHNIQUES: Active techniques know by the builder ( or has a willing mentor to assist him) can be incorporated into the device this is expensive since most techniques require he use of sophisticated devices and rare resource that usually a accountant will have a hear attack for even considering the purchase of.  The builder can not exceed levels he has in his techniques and can not improvise a technique level higher than his invent level.

Negating techniques: a device may be required to combat some unique special ability or technique. The difficulty in doing so is extreme since it requires considerable understanding of the technique or special ability the scientists wish to negate. the level adjustment fo damping an ability is +1 level greater than imitating it.  To negate an ability requires that a test subject or willing assistant with the technique or ability assist the scientist. His requires the same upkeep and expense as hiring a trainer or mentor. In the cas of a test subject usually the expense is in keeping it safely confined while you wok on the project. More than one project has ended tragically when the researcher skimped on securing his prize blood thirsty face eating abomination from a distant world

INCREASED ACTIVATION: only suitable for attacks and defenses, usually an improvised device require a full round action to use. Not having time to properly set up the controls, and having to beg, cajole, or beat into submission a cranky device does not lead to fast reaction times.
Move action      +4 Levels
Attack Action  +2  Levels
Full attack         0  Level
Full round        -1  Level
1d3 rounds      - 3  Level
1 turn              -10 levels

CONTROLS
            Unique: Normally an invention has itís own unique controls. This allows it to only be used by the inventor, or someone who he has trained to use the device.  If the item is a weapon or armor this causes the item to be an exotic weapon or armor. Requiring time and practice( expenditure of skill pts, device is considered an exotic type for skill point expenditure. And can not be bought as a class skill unless a feat. Exotic weapon/armor proficiency  is selected) to learn to master the weapon. Until this training is completed the device imparts a non proficiency penalty of -4 to any attacks or skill rolls made while using the weapon or wearing the armor.
           Standard: these control conform to a standardized system known to most people. It allows the item to be used by anyone with the appropriate skills without penalty. Or weapons and armor this allows the use of an existing weapons training or armor training skill to be applied with only a -1 penalty due to he weapons individual quirks.
            Mass Production: the controls mimic a set of well known and universally used controls. Intended for anyone to pick up the item and use it with existing skills without penalty.
             Locked: the item can not be used by anyone but the person it was designed and constructed for.



COST AND TIME
Multiple effects can be combined into one item. Effect increases the level of the device increasing expense in parts, and time to construct.

Research Time:
Before an invention can be produced it must first be researched. To do this the inventor will need time, resources and an assistant or mentor to help research any technique ability or skill he himself does not posses.  The cost, time and conditions for researching an new device are identical to the rules for learning a new technique.
            This is done out of game and is assumed to take 2d10 +(1d4 day per level of the invention). His training time is reduced by 1 day per point of wisdom but is never reduced below 1 day.
        During research  players time is spent in intensive meditation, practice and study, he may not perform any other strenuous or complex  task, and must spend at least 12 hours per day in research braking only to eat, re or carryon casual conversations, if he misses a day in research his research  time is increased by 1d3 days.
         Research requires a calm setting and ample room to set up experiments, equipment and upplies, while it might be as simple as a space cleared out in a warehouse, hold of a ship, or a formal and specialized lab, the area must be free of distractions and obstruction,. For safety most persons would be advised to avoid the area or observe from a discrete distance.
        Techniques and evolutions requiring a research specimen or specialized assistance for techniques or abilities not possessed by the researcher.  also require that the student provide lodgings, meals and often pay for the aid of the assistant. Each day of training is a Purchase dc (12 +2xLevl of device being researched learned) expense for each week of training.

           When esearch is completed the inventor can no produce a schematic for his new device, and proceed with construction of a prototype. Once the schematic is completed I can be manufactured by anyone with the proper craft skills and equipment if he wishes the inventor can send off the schematic and jet off for a well earned vacation or resume his travels and adventures unhindered by the need to do more than pay for the cost of production.  And rest comfortably knowing his new, untested, non-copyrighted design is in the hands of a complete stranger who may or may not know what he is doing.

Construction cost and time
Improvise: time and expediency are the key factors in improvise it has to be done fast cheap and dirty. Cost is generally Purchase DC= Ĺ  the final adjusted level of device and time taken is equal to the purchase DC in minutes.( minimum purchse Dc 10)

Invent:
Purchase DC in resources and equipment: is equal to the level of device after all adjustment(minimum cost Dc 15). This can not be modified by mechanical genius, repair or any other cost time reducing technique or abilityÖhey, you have to be a genius just to put the thing together in the first place, you want to do it faster and cheaper too?

         Constructing your invention item requires 1d4 days per level of the device, adjusted by the researchers wisdom and modifier minimum 1 day

EXPERIENCE COSTS; improvise does not incur an experience cost to use since the device is likely to be used up fairly quickly and offers no long term benefit. HOWEVER, inventions do offer long term benefits and can radically alter the balance of power for a character.  To balance this Invent is one of the few techniques that require experience points to be used.  XP cost is based off the final adjusted level of the device.  XP COST = 10x level of device, minimum 10xp
             In the event te builder does not intend to use the item for more than one or two sessions the GM may waive xp costs, but at the end of this time the device ceases to be effective, breaks or simply vanishes.
.
         After the first prototype is constructed and tested the researcher my recreate his invention at the original purchase DC of construct -2, and half the time of the original,  there is no further cost in experience.. Of course this does not mean the final product will sell for such low prices, there are expenses to cover, the families of deceased research assistant to bribe into silence and off course the CEO would like to see some profit from the whole project. On the market the Purchase DC of the device wil likely be equal to or higher than the original prototypes cost ( original items Purchase DC +1)

The skill check to successfully improvise a device will be made by the GM, the player has no idea if he was successful or not until the device is actually put to use.  The check  Invent is at  DC (level of device)

This message was last edited by the GM at 21:32, Fri 05 Aug 2011.

Chronos
 GM, 23 posts
Sat 21 May 2011
at 17:05
Re: Technomancy: Repair expert
Repair expert:
Techs are masters of repairing and reworking modern technology. While others may be able to make perfectly acceptable repairs the repair specialist can do so with fewer parts, less time and sometimes even manage to impove the device a bit in the process.

Lvl I -10% to time and Purchase Dc of repairs:
Move action make repair check DC 15 to restore 1d6 Hit points to robot, synthetic or device.
Full round action reactivate/reboot, shut down or crashed robot, synthetic, weapon, device or item.
Attack action: deal 1d6 points damage to inactive object, robot or synthetic.
Increase damage vs.  technological Objects, vehicles, and Mecha +2

Lvl II -15% to time and Purchase Dc of repairs:
Move action make repair check DC 15 to restore 1d6 Hit points to robot, synthetic or device.
Full round action reactivate/reboot, shut down or crashed robot, synthetic, weapon, device or item.
Attack action: deal 2d6 points damage to inactive object, robot or synthetic.
Increase damage vs.  technological Objects, vehicles, and Mecha +2

Lvl III -25% to time and Purchase Dc of repairs:
Move action make repair check DC 15 to restore 1d10 +Ĺ ranks in repar Hit points to robot, synthetic or device.
Full round action reactivate/reboot, shut down or crashed robot, synthetic, weapon, device or item.
Attack action: deal 2d6 points damage to inactive object, robot or synthetic.

Lvl IV -35 % to time and Purchase Dc of repairs:
Move action make repair check DC 15 to restore 1d10+( ranks in repair) Hit points to robot, synthetic or device.
Full round action reactivate/reboot, shut down or crashed robot, synthetic, weapon, device or item.
Attack action: deal 3d6 points damage to inactive object, robot or synthetic.
Increase damage vs.  technological Objects, vehicles, and Mecha +1 die

Lvl IV: can make attack action to shut down mech type robots, automated devices, cameras, sensors. With  a successful repair check DC 16

Lvl IV Spend Action Point to Increase Hit Points and DR of robots, objects , and armor repaired by tech. +25%,If item or creature take 50% of itís Hit points this effect is lost when repairs are mad unless the tech expends another action point.(effect not cumulative with other techniques)
Chronos
 GM, 24 posts
Sat 21 May 2011
at 17:06
Re: Technomancy: Drones
Drones:

Technical Combat Specialists often make use of a wide variety of guided micro drones. However they are most notable for their creation of semi autonomous Drones to assist them in repairs and construction. More infamous are their attack drones.
          Each drone is unique a custom designed and built robotic system with a hardened network and layers of anti intrusion software to prevent it from being spoofed or subverted by hostile hackers. Often a drone will incorporate systems that allow it to attack both organic and synthetic targets as well as provide fire support and suppression fire for the Tech in combat.
           While off the shelf models of drones with preloaded software and a uniform selection of weapons and devices do exist few non military, non corporate, techs would be caught dead using such a device.  Often a tech invests a great deal of time in tweaking, customizing and personalizing his drone. Until for some it become more like a faithful pet or companion than a tool. Some techs have even installed virtual intelligence software, voice boxes, Holographic projectors, and behavior emulators into the drones to provide them with a constant companion.

Building a drone: Drones are not standard hardware, their dense layers of intrusion protection, combat algorithms and database programs make them a sizable investment in time and money for this reason most drones have a hardened core that contains itís software and a protected storage unit to keep it intact even if the body is educed to scrap metal and smoking debris.
           Constructing the chassis of a drone is a complex task requiring time, resources and a fully equipped shop or facility. A handful of crap parts, a multi-tool and a few minutes is not enough to build a drone, no mater what H-Net vids portray. To construct a drone chassis requires

10+ (2per level of drone) Hrs
Shop or facility with adequate tools and supplies Purchase DC 25 (rental purchase DC 18 per day)
Purchase DC (16+2 per level of drone) in components.
All integrated device and weapon, scanners and gadgets are purchased separately

If left uninterrupted the drones chassis can be manufactured ad the drone core placed in the chassis allowing it to function as an extension of the Tech as soon as it comes on line.

           Modifying a drone.
The compact construction and non standard operating systems of a drone make it difficult to modify. After itís construction., upgrades to sensors, weapons, and internal components increase the demand for power, which increases the mass of the drone which in turn increases the demand for power even more.   The designer of a drone faces an uphill battle to balance power demands, performance and utility. Once constructed a drone can accept only a few modifications and each must be custom built to integrate into the compact chassis of the drone. In practice to remain functional in the field a drone can only be fitted with no more than three upgrades.  Sensor, weapon and performance upgrades are the most common.

A drone can accept only weapons mounts, sensors and scanners, and skillsofts, itís unique design requires that modifications be of masterwork quality +2 DC and require a Craft electronics and craft mechanical check DC 20 to properly install.

Mounted weapons must be supplied with their own ammunition supply or power packs to function. And the compact thrusters of a drone can only support one medium or two small weapons n addition to itís normal armaments. Also a drone has no means to reload a weapon once itís magazine or power cells are empty. Unless fitted with an autoloader the weapon is useless until manually reloaded by the tech or an ally.

A Drones Stats can be upgraded at the same increased cost and requiring the same DC on skill checks to install.
              Deploying a drone:

A tech can control the drone from his gauntlet giving it instructions bringing sensors and weapon online and managing itís power consumption up to 100meters from his location. However most drones require extensive user guidance forcing a tech to keep his drone within line of sight. While even an experienced tech can only control one drone at a time, as he gains practical experience he can have more than one drone active in standby mode nearby.
           A  Tech may have up to His level in drone on standby at anyone one time. A drone in standby will not take action on itís own but it will follow at a set distance and defend itself if attacked. In standby mode the drone receives no bonuses for attack or ac from itís owners guidance and it will only fire on an individual who has fired on it to cover itís retreat. A drone on standby will fight defensively, retreating one move action each round until it can disengage from combat and return to itís owners location for instructions.

             While active a drone is protected by itís internal shield generators, if the drones shield are brought down it will instantly retreat from combat moving with a move of 100 to a safe location to recharge and restore itís shields. The drone will be unavailable in combat for 1d4+3 rounds as It elf repairs and recharge ití shield

             Deploying a drone is a move action, once deployed the drone follows at 10ft and responds to inputs from the users gauntlet the drone will respond to direct attacks using itĎs integrated weapon but not using itĎs tech abilities without active direction.

          Controlling a drone in combat is an attack action, and requires the tech concentrate on managing the drones guidance targeting and power management systems. While it takes keeps a tech busy the intense interaction also prevents a drone from being hacked or spoofed keeping it under the owners direct control.

          Autonomous Modes:
A drone can be deployed in autonomous mode. Operating without direct instructions from itís owner. This allows the drone to operate outside of direct line of sight and carry out simple orders on its own. However in autonomous mode a drone is vulnerable to hacking by hostile techs.
     In autonomous mode drones are relatively stupid. They execute their order in a direct way moving along a preset flight plan or executing simple preset orders.

Sentry Mode: in sentry mode the drone patrols a designated area alerting itís owner when unidentified creatures enter the area. Drones use their sensors and spot programs to identify known individuals or creatures but can easily be fooled with a disguise forged Id or a hide roll to escape detection altogether.

Guardian Mode: I guardian mode the drone stays within ten feet of itís owner and challenges or warns approaching creatures to stay outside itís designated perimeter if attacked it will defend itself with itís own board weapons and alert itís owner. If itís owner is attacked or threatened the drone will open fire unless ordered to stand down by itís owner within 10 seconds  (one round no action, -4 to ití initiative on second round)

Attack Mode: the drone will remain in a designated area and attack any unknown or designated hostile creature entering it without warning. Without warning.

Ambush Mode: using itís hide skill the drone will wait in a concealed location and attack any  unknown creature or designated hostile creature with itís weapons and tech devices. The drone will attack do 1d4 rounds then retreat unless ordered to remain engaged.

Recon Mode: the drone will fly a predetermined course recording itís sensor data and returning to itís owner who can then download itís data logs to be reviewed. If attacked the drone will retreat defending itself but not taking any direct action other than fighting fully defensive or moving back towards itís owner.

Transport mode: the drone will fly o a designated location drop any cargo it is carrying and return directly to itís owner. This mode can be used to deliver explosive device however the drone lacks the skill to deploy them with any skill.


Drone: Lvl 1
Armature robot
Size: tiny +2 ac +8 hide -8 grapple
Hit points: 10
DR 6
Move: fly 30 perfect
Def: 14 10 base, +2 dex +2 (size with shields active AC 16)
Attack +3  base +1, +2 dex
Initiative + 2
STR 8
Dex  14
CON 0
Int     0
Wis   10
Cha    1

Shield   38HP  +2 AC reset 3 rounds
Lvl 1 Pulse range 20ft
Mk 1 sensors

Skills + 2 spot, +2 Search, +8 Hide,

Drone: Lvl II
Armature robot
Size: tiny +2 ac +8 hide -8 grapple
Hit points: 10
DR 6
Move: fly 30 perfect
Def: 14 10 base, +2 dex +2 (size with shields active AC 18)
Attack +6  base +1, +2 dex, +3 equipment bonus
Initiative + 2
STR 8
Dex  15
CON 0
Int     0
Wis   10
Cha    1

Shield   45HP  +4 AC reset 3 rounds
Lvl 1 Pulse range 20ft
Lvl I electronic warfare
Mk 1II sensors

Skills + 6 spot, +6 Search, +8 Hide,  +4 computer use


Drone: Lvl III
Armature robot
Size: tiny +2 ac +8 hide -8 grapple
Hit points: 15
DR 6
Move: fly 40 perfect
Def: 14 10 base, +2 dex +2 (size with shields active AC 18)
Attack +7
  base +1, +3 dex, +3 equipment bonus
Initiative + 3
STR 8
Dex  16
CON 0
Int     0
Wis   10
Cha    1

Shield   50HP  +4 AC reset 3 rounds
Lvl II Pulse range 20ft
Lvl I electronic warfare
Lvl 1 tech Armor
Mk 1II sensors
Light machine pistol 2d6,( single, semi, 3rd burst) 40rounds mag, x2 crit, range inc 20ft
Feat double tap, burst

Skills + 9 spot, +8 Search,+8 listen +8 Hide, +8 computer use

Drone: Lvl IV  Drone
Armature robot
Size: tiny +2 ac +8 hide -8 grapple
Hit points: 15
DR 6
Move: fly 40 perfect
Def: 14 10 base, +2 dex +2 (size) (with shields active AC 18)
Attack +7
  base +1, +3 dex, +3 equipment bonus
Initiative + 3
STR 8
Dex  16
CON 0
Int     0
Wis   10
Cha    1

Shield   60 HP  +4 AC reset 3 rounds
Lvl III Pulse range 20ft
Lvl 1 Armor


Mk III sensors
Light machine pistol 2d6,( single, semi, 3rd burst) 40rounds mag, x2 crit, range inc 20ft
Feat double tap, burst

Skills + 9 spot, +8 Search,+8 listen +8 Hide,+8 computer use




Drone: Lvl IV Plasma Drone
Armature robot
Size: tiny +2 ac +8 hide -8 grapple
Hit points: 15
DR 6
Move: fly 40 perfect
Def: 14 10 base, +2 dex +2 (size with shields active AC 18)
Attack +7
  base +1, +3 dex, +3 equipment bonus
Initiative + 3
STR 8
Dex  16
CON 0
Int     0
Wis   10
Cha    1

Shield   50HP  +4 AC reset 3 rounds
Lvl II Pulse range 20ft
Lvl 1 tech Armor
Mk III sensors
Light Plasma pistol 2d10, 40rounds mag, x2 crit, range inc 20ft
Light machine pistol 2d6,( single, semi, 3rd burst) 40rounds mag, x2 crit, range inc 20ft
Feat double tap, burst

Skills + 9 spot, +8 Search,+8 listen +8 Hide,

Drone: Lvl IV Saber drone
Armature robot
Size: tiny +2 ac +8 hide -8 grapple
Hit points: 15
DR 6
Move: fly 40 perfect
Def: 14 10 base, +2 dex +2 (size with shields active AC 18)
Attack +7
  base +1, +3 dex, +3 equipment bonus
Initiative + 3
STR 8
Dex  16
CON 0
Int     0
Wis   10
Cha    1

Shield   50HP  +4 AC reset 3 rounds
Lvl II Pulse range 20ft
Lvl 1 tech Armor
Mk III sensors
Vibro blades 2d10, crit 19 x2
Light machine pistol 2d6,( single, semi, 3rd burst) 40rounds mag, x2 crit, range inc 20ft
Feat double tap, burst,  fly by attack

Skills + 9 spot, +8 Search,+8 listen +8 Hide,

Drone: Lvl IV Hijacker
Required( hack Lvl 3, Computer use 10ranks, disable device 10 ranks)
Armature robot
Size: tiny +2 ac +8 hide -8 grapple
Hit points: 15
DR 6
Move: fly 40 perfect
Def: 14 10 base, +2 dex +2 (size with shields active AC 18)
Attack +7
  base +1, +3 dex, +3 equipment bonus
Initiative + 3
STR 8
Dex  16
CON 0
Int     0
Wis   10
Cha    1

Shield   50HP  +4 AC reset 3 rounds
Lvl II Pulse range 20ft
Lvl 1 tech Armor
Mk III sensors
Light machine pistol 2d6,( single, semi, 3rd burst) 40rounds mag, x2 crit, range inc 20ft

Skills + 9 spot, +8 Search,+8 listen +8 Hide, +10 disable device, +10 computer use

Drone can make a touch melee attack vs. any robot if successful robot must make an opposed computer use check if it fails the Hijacker takes control of itís CPU and may make full use of weapons, skills, and attacks possessed by the robot. Control is short term the drone can only maintain control for 1d10+3 minutes. At the end of this time the drone fries the robots CPU (disabling the robot) and returns to owner.

   The target of a Hijack can not have any active shield and must be in the same square as the drone. The drone must remain attached to the robot or lose control. If  the drone is destroyed or the robot is disabled the control of the robot ends.

Drone: Lvl IV (Wild Weasel)
Armature robot
Size: tiny +2 ac +8 hide -8 grapple
Hit points: 15
DR 6
Move: fly 40 perfect
Def: 14 10 base, +2 dex +2 (size with shields active AC 18)
Attack +7
  base +1, +3 dex, +3 equipment bonus
Initiative + 3
STR 8
Dex  16
CON 0
Int     0
Wis   10
Cha    1

Shield   50HP  +4 AC reset 3 rounds
Lvl II Pulse range 20ft
Lvl IIII electronic warfare
Lvl 1 tech Armor
Mk 1II sensors
Light machine pistol 2d6,( single, semi, 3rd burst) 40rounds mag, x2 crit, range inc 20ft
Skills + 9 spot, +8 Search,+8 listen +8 Hide, +10 disable device, +10 computer use



Drone Mutations:

Repair drone
Thee small robots mount micro manipulators and a tool kit allowing them to perform a wide variety of tasks to assist the tech in his non combat duties, unshielded and unarmed they seldom enter combat.
Drone: Lvl 1
Armature robot
Size: tiny +2 ac +8 hide -8 grapple
Hit points: 10
DR 6
Move: fly 30 perfect
Def: 14 10 base, +2 dex +2 (size with shields active AC 16)
Attack +3  base +1, +2 dex
Initiative + 2
STR 8
Dex  14
CON 0
Int     0
Wis   10
Cha    1

Task hands( +2 repair and craft)
Tech scanner
Electronics tool Kit
Mechanical Tool Kit
Micro Torch
Flood light
Mk 1 sensors

Skills + 2 spot, +2 Search, +8 Hide, +6(8 using task hands) repair ,+6(8 using task hand)  craft mechanical and electronic +4 knowledge technology

Lvl III VI drone.
The tech can modify the drone with an integrated Virtual intelligence. This gives the drone a simulated personality and some decision making and self directing capabilities. However it is not truly sentient. The drone can accept simple orders, and execute them without direct instructions from the tech. these orders may be no more complex than a trick you would teach an animal. Fetch, stay, guard, patrol, find etcÖ
            When operating outside the controllers range the drone will not initiate an attack unless it is fired on and has been ordered to return fire if attacked. It will respond to inquiries from other people, answer questions to the best of itís limited ability and interact as programmed by itís owner but it is incapable of initiating itís own actions, or original thought.

Lvl IV AI drone.
Installing an Ai on a drone allows it to make itís own decisions, perform complex tasks and take action outside itís programming if required. An AI drone will take action it sees vital to itís master on itís own as long as they do not violate standing orders, or local legal statues. In addition the drone can now learn from itís experiences. Gaining insight and skills as it matures

Drone gains Int 10, increases itís wisdom to 10 and its charisma to 8. It becomes a level one construct creature capable of  gaining experience and gaining levels in a class. However it begins play with only the standard Skillsoft it was equipped with, no feats, profession, or class perk/feats. At second level it begins to acquire these normally.  Including those feats/perks/and abilities for first level.
              Like all synthetics it is immune to telepathy and can not learn telepathic, or kinetic techniques or acquire psionic abilities.
               Normally an AI drone acquires the civilian Career template but if there is a character wiling to provide training in another career the drone may acquire any non psionic career template.


              Playing an AI drone

It is feasible for a PC to be a drone, a random expression of true sentience is possible in the non standard Ai of a drone. While it is limited by the fact that by law it is a possession not a person, it can not purchase items and has a permanent wealth of zero. In addition it can not heal, instead it must be repaired  in order to heal damage. the Drone ďspeciesĒ has unique and powerful traits.

At start of play the character would begin as a Standard Level four AI drone with itís skills, abilities, weapons and techniques.  As in a standard Ai drone it would not receive itís first level skill points, abilities, or feats until reaching character level two.  It would also be severely limited in any skill or technique that would require the use of hands, unless equipped with hands at the start of play, or an organic metabolism.
          While the drone is equipped with devices that simulate techniques it does not poses the techniques themselves, those techniques must be learned to modify or improve itís abilities.

This message was last edited by the GM at 17:08, Sat 21 May 2011.

Chronos
 GM, 25 posts
Sat 21 May 2011
at 17:17
Re: Technomancy: electronic warfare
Electronic Warfare

Using small but extremely powerful transmitters and powerful software systems a tech can disrupt communications and interfere with the use of weapons, mechs, and remote drones. With sufficient practice and training the tech can even effect the functioning of weapons sights and devices cutting into a hostile units ability to fight.
        Jamming is ot subtle any attempt to jam or disrupt communications and sensors will immediately alert near by unit to the presence of a hostile tech.

Special: this technique can be used with starship or vehicle systems if the tech can connect His PND to the vehicles communications and sensor systems. Vehicles equipped with chaff, flares, decoys, or sensor jammers grant the tech a +2 to his skill checks to engage in electronic warfare. An AI equipped vessel or vehicle grants an additional +2 to his skill rolls.

Notes A the will usually attempt to disrupt communications, jam sensors, or block control signals before he is spotted by the enemy. Or before combat begins this gives his allies a few moments of advantage while allowing him to potentially launch more attacks before he has to repeat his electronic warfare attacks.



Degrade communications:        Dc 12
Duration 1 rd pr level of electronic warfare
 ( tech may take a move action during last rnd of duration to renew duration of effect)
Range 100 feet +100ft per level of power
Radius 60ft +10ft per level of  technique
Save: a tech can attempt an opposed computer use check to negate. check at -2 per level of technique if defending techs technique level is lower than the attackers.

enemy with radius of effect can not call for help or alert allies to hostiles, aid other and similar abilities restricted to those within shouting distance of one another

Inhibit control signals:           DC 18
Duration 1 rd pr level of electronic warfare
 ( tech may take a move action during last rnd of duration to renew duration of effect)
Range 100 feet +100ft per level of power
Radius 60ft +10ft per level of  technique
Save: a tech can attempt an opposed computer use check to negate. check at -2 per level of technique if defending techs technique level is lower than the attackers.

Remote drones, Mech type robots, and automated weapons can not receive new orders or sensor data from operators. If units are not already in combat they can not be activated, deactivated, reset, or ordered to attack. The units will stay in standby mode unless they or an allied unit are attacked, or physically tampered with. If already in combat or active patrol mode, affected units may not coordinate attacks or make aid other attempts until jamming cleared.

Jam Sensors:  DC 23
Duration 1 rd pr level of electronic warfare
 ( tech may take a move action during last rnd of duration to renew duration of effect)
Range 100 feet +100ft per level of power
Radius 60ft +10ft per level of  technique
Save: a tech can attempt an opposed computer use check to negate. check at -2 per level of technique if defending techs technique level is lower than the attackers.
As a full round action a tech can make computer use check to blind and confuse enemy sensors. Radar, thermograph, low-lite and sonar systems are affected.  Organic targets are restricted to their own senses or they treat targets as having ľ concealment. Mech type robot and automated weapons treat targets as having ľ cover This technique imparts a -2 to attacks made with guided or seeking weapons., a well as a -4 to any spot or search check conducted using jammed sensors. If a sensor package grants any bonuses those bonuses are negated as long as the sensors are jammed.


False signals  DC 23
Duration: instant
Range 100 feet +100ft per level of power
Radius 60ft +10ft per level of  technique
Save: a tech can attempt an opposed computer use check to negate. check at -2 per level of technique if defending techs technique level is lower than the attackers.

Allows tech to make a bluff check (untrained) to issue false orders t troops, and automated systems. Sentient creatures can make a sense motive check to detect the false information. Obviously suicidal or order contrary o normal procedures will usually be ignored however ordering a unit en route to a  false destination or to hold and wait for back up. Or to change their destination to a new location might easily be believed.. The delay may be short lived but it could be long enough to avoid, or ambush hostile units as they arrive.
           Automated systems and Mech type robots are usually not allowed a sense motive check. They may however make an opposed computer use check to detect the signal as being improperly coded. If they do not detect the proper coding they obey the false orders until issued new orders or the situation changes. Normally automated weapons and mech type units will not attack friendly forces due to hardcode safety protocols. In order to force an automated unit or drone to attack an ally the tech has to use the Combat hack ability
Chronos
 GM, 26 posts
Sat 21 May 2011
at 17:17
Re: Technomancy: electronic warfare
Electronic Warfare

Using small but extremely powerful transmitters and powerful software systems a tech can disrupt communications and interfere with the use of weapons, mechs, and remote drones. With sufficient practice and training the tech can even effect the functioning of weapons sights and devices cutting into a hostile units ability to fight.
        Jamming is ot subtle any attempt to jam or disrupt communications and sensors will immediately alert near by unit to the presence of a hostile tech.

Special: this technique can be used with starship or vehicle systems if the tech can connect His PND to the vehicles communications and sensor systems. Vehicles equipped with chaff, flares, decoys, or sensor jammers grant the tech a +2 to his skill checks to engage in electronic warfare. An AI equipped vessel or vehicle grants an additional +2 to his skill rolls.

Notes A the will usually attempt to disrupt communications, jam sensors, or block control signals before he is spotted by the enemy. Or before combat begins this gives his allies a few moments of advantage while allowing him to potentially launch more attacks before he has to repeat his electronic warfare attacks.



Degrade communications:        Dc 12
Duration 1 rd pr level of electronic warfare
 ( tech may take a move action during last rnd of duration to renew duration of effect)
Range 100 feet +100ft per level of power
Radius 60ft +10ft per level of  technique
Save: a tech can attempt an opposed computer use check to negate. check at -2 per level of technique if defending techs technique level is lower than the attackers.

enemy with radius of effect can not call for help or alert allies to hostiles, aid other and similar abilities restricted to those within shouting distance of one another

Inhibit control signals:           DC 18
Duration 1 rd pr level of electronic warfare
 ( tech may take a move action during last rnd of duration to renew duration of effect)
Range 100 feet +100ft per level of power
Radius 60ft +10ft per level of  technique
Save: a tech can attempt an opposed computer use check to negate. check at -2 per level of technique if defending techs technique level is lower than the attackers.

Remote drones, Mech type robots, and automated weapons can not receive new orders or sensor data from operators. If units are not already in combat they can not be activated, deactivated, reset, or ordered to attack. The units will stay in standby mode unless they or an allied unit are attacked, or physically tampered with. If already in combat or active patrol mode, affected units may not coordinate attacks or make aid other attempts until jamming cleared.

Jam Sensors:  DC 23
Duration 1 rd pr level of electronic warfare
 ( tech may take a move action during last rnd of duration to renew duration of effect)
Range 100 feet +100ft per level of power
Radius 60ft +10ft per level of  technique
Save: a tech can attempt an opposed computer use check to negate. check at -2 per level of technique if defending techs technique level is lower than the attackers.
As a full round action a tech can make computer use check to blind and confuse enemy sensors. Radar, thermograph, low-lite and sonar systems are affected.  Organic targets are restricted to their own senses or they treat targets as having ľ concealment. Mech type robot and automated weapons treat targets as having ľ cover This technique imparts a -2 to attacks made with guided or seeking weapons., a well as a -4 to any spot or search check conducted using jammed sensors. If a sensor package grants any bonuses those bonuses are negated as long as the sensors are jammed.


False signals  DC 23
Duration: instant
Range 100 feet +100ft per level of power
Radius 60ft +10ft per level of  technique
Save: a tech can attempt an opposed computer use check to negate. check at -2 per level of technique if defending techs technique level is lower than the attackers.

Allows tech to make a bluff check (untrained) to issue false orders t troops, and automated systems. Sentient creatures can make a sense motive check to detect the false information. Obviously suicidal or order contrary o normal procedures will usually be ignored however ordering a unit en route to a  false destination or to hold and wait for back up. Or to change their destination to a new location might easily be believed.. The delay may be short lived but it could be long enough to avoid, or ambush hostile units as they arrive.
           Automated systems and Mech type robots are usually not allowed a sense motive check. They may however make an opposed computer use check to detect the signal as being improperly coded. If they do not detect the proper coding they obey the false orders until issued new orders or the situation changes. Normally automated weapons and mech type units will not attack friendly forces due to hardcode safety protocols. In order to force an automated unit or drone to attack an ally the tech has to use the Combat hack ability
Chronos
 GM, 27 posts
Sat 21 May 2011
at 20:51
Re: Technomancy: Combat hacking
Note there are references to Personal data networks and Personal Network Devices(PND) in this post. In effect this is a linked network of personal devices,HUD optic, weapons sights, and equipment coordinated and control by a central HUB. details up coming. suffices to say that hacking into a PND allows access to any device linked to it.


Combat Hacking.

In an age where even the most basic grunt in n the battlefield has access to networked information systems, real time data feeds, and integrated electronic fire control systems for his weapons, communications and data security has become a major weakness for any combat unit. While combat is not the most conducive environment for a hacker high speed processors, adaptive intrusion software, and brilliant anti encryption software has made the battlefield hacker a credible threat to modern armies.
        Once triggered the hackers systems and programs smash into the hostile system with the subtlety of a charging bull there is now way for him to disguise his efforts or avoiding a system wide response to his actions. Using the advanced tools of his trade the battlefield tech can jam communications, introduce destructive software into a system or even seize control of enemy drones and automated weapons systems. Advanced systems, training and virtual intelligence assisted automatic systems may give the hacker the tools but it is his quick thinking and uncanny grasp of information warfare that makes the battlefield hacker effective
        . In the few seconds after isolating an enemy frequencies, and invading the hostile network he must overcome the layers of anti intrusion software and prevent the enemy from severing his link to their system. If successful a hacker can alter programming by selectively uploading preformatted instructions to a target system giving him limited control of the system until the targets automatic protocols can adapt and counter his efforts.
          In those vital few seconds the hacker can seriously degrade a system, implant false data, or alter targeting and identification subroutines. If hard pressed he can resort to a simple, direct and sure fire method of neutralizing a threat. Crashing the target system forcing it to reboot, and reinitialize, while not elegant or stylish the combat hacker ca change the course of an engagement with brutal efficiency.

Range and line of sight.

A hacker does not need to see a target to attempt to hack it, but he must be within range of his personal networks communications link. Once he has isolated the enemies signals( Electronics DC 12 full round action) he may attempt to hack their systems.

Hacking a system:

With Combat Hack Training and a functioning Personal Network Device, a hacker may make an attempt to defeat system security as a move action.

Check Computer Use DC

Security Level                 DC
Minimal                          15
Basic                               20
Average                           25
Exceptional                     35
Maximum                       40

Success Indicates the systems defenses have been knocked offline and the hacker may manipulate the system however the system is automatically alerted and will attempt to restore security and purge any destructive of coercive code introduced by the hacker. This process if fairly swift giving the hacker les than a minute before the system restores to itís normal mode in most cases.

Systems with an operator make an opposed computer Use check if the Hostile systems operator has combat Hack training. if the target rolls lower at the hacker it indicates their systems are temporarily vulnerable.

Synthetics Make a opposed Computer Use check if the target rolls lower at the hacker it indicates their systems are temporarily vulnerable. A synthetic is allowed a subsequent opposed check using the hackerís original computer use check( -2 per round after the first) as his target DC to purge his system and restore security each round following the initial intrusion. Issuing orders directly against the targets primary programming or self destructive orders automatically allows the target synthetic an additional check.
           Until the System, or itís operator restore security the system is vulnerable. The hacker may freely acces and alter the system as long as he makes the required Computer Use checks to make any alterations. This allows a hacker to defeat security in one round and then alter or damage the system in a following round as long as he is not interrupted or a second hacker does not make a successful defend security check against his original Computer Use check.

Simple independent operating systems may not be secured allowing a hacker free access to their systems. Such devices as camera, landmines/booby traps, remote security devices, door locks and automated machinery are common simple systems. Such devices are not equipped with automated intrusion protection systems and remain under the hackers control until destroyed or reset by a hostile Hacker, or the systems admin/operator. (If possible)

Autopilot systems for drone vehicles, and  simple labor robot are also key targets for hackers in need of a distraction or an improvised weapon in a pinch.

The Hacker may issue  preloaded commands to the target system allowing him to turn his attention to other tasks or to defend himself as needed. A preformatted control program may be uploaded as a second move action. Or the hacker may manually direct the system requiring a full round action each round to keep control of the system until it is counter hacked, or destroyed.

Danger Of a combat Hack
A combat Hack is risky, while hacking he character is focused on his tasks not the battle raging around him. He is immobile and loses a dex bonuses to Ac and can not make a saving throw against physical attacks unless he makes a successful spot check DC 14 to spot the incoming attack. For this reason most Techs find cover before attempting a hack and stay under cover or concealment while they work. If Damaged or forced to move, make a saving throw or anything other than a free action the hack attempt is interrupted and he must begin again.




Command                  DC         Effect


Crash                         10        Target system shuts down for duration reboots in 1+1d4 rounds
Berserk                      15        Target attacks nearest creature or object until target or self is destroyed
Spoof                         20        All targets treated as if they had  9/10ths cover (see notes)
Direct control             20        as move command Hacker may direct system each round.
Friendly                     25         Attack ay hostile target in area for duration or until disabled
Kamikaze                  25         Target Moves toward and attempts to ram designated target.
Self Destruct              30         Target system goes into permanent shut down mode or detonates

Notes:

Spoof allows a hacker to disarm automated weapons. He may also feed false data into a camera or security sensor which the system will play I a loop until deactivated or rest by system operator. If used to disarm a landmine or explosive device the device will not detonate if triggered by original owner, and may be rearmed or reprogrammed by the hacker to detonate on his command. A lock or access control system I reprogrammed to accept the hackers codes or ID as valid if successfully spoofed.

Combat Hack
Technical Combat Technique
Time: Move action
Duration: special
AOA: yes
Concentration: Yes
Range: Special
Target: 1 inorganic creature or object
Save: Special

Lvl 1
 Range 100ft
Duration
Simple systems                             permanent
Mech-Virtual Intelligence            2 rds
Synthetic                                      1 rnd
Lvl II
 Range 150ft
Duration
Simple systems                             permanent
Mech-Virtual Intelligence            3 rnds
Synthetic                                      2 rnds

Lvl III
 Range 200ft
Duration
Simple systems                             permanent
Mech-Virtual Intelligence              4 rnds
Synthetic                                        3 rnds

Lvl III
 Range 250ft
Duration
Simple systems                             permanent
Mech-Virtual Intelligence            6 rnds
Synthetic                                      4 rndn

Lvl IVa
 Range 300ft
Duration
Simple systems                             permanent
Mech-Virtual Intelligence            1 minute
Synthetic                                      6 rnds

Lvl IVb
 Range 200ft
As level 3 except duration for Mechs becomes Permanent

Lvl IVc (requires 15 ranks Computer Use)
As level 3 except hack affects 2+int mod Targets


Multiple hackers

Two or more hackers may attack the same target at once. Each hacker may make an aid another Computer Use DC 10 to increase the Skill checks of the lead hacker. Or they may assign different portion of the attack to individual hackers. 1 hacker defeats security, while the second alters programming, and a third defends against a hack attempt made by enemy Hackers to restore the system to itís original parameters.

Effects Of hacking on communications or fire control

Disrupting communications effectively ends the enemies ability to coordinate activate receive instructions from superiors or tactical advisors, and work together in ay meaningful way outside earshot. In location where the structure or environment limit the distance sound will carry a unit might be unble to alert his allies to the presence of enemy forces. Or unable to cal for backup.

Hacking an enemies Personal Network Device. Since 90% of all modern weapons include some form of targeting assist or digital optics, hacking a soldiers PND ca shut dow or scramble data from his weapon to his HUD. Or worse subtly change the targeting data to cause the weapon to malfunction or throw of his aim.  Hacked PND causes the use to lose any equipment bonus from his weapon or HUD, it also disables any sensors or scanners integrated into his HUD or PHD computer. Any weapon hacked immediately suffers from an increased chance of a critical failure ( Now fumbles on a natural 1 or 2) if this occurs the weapon jams and can not be fired until cleared.

As a side note, Hacking into a PND allows as a move action downloading any maps, Patrol logs or communications from other units. A hacker may also chose to siphon off funds from the targets accounts increasing s own wealth bonus by +1 r siphoning of 3d4X 100 credits in liquid funds. Since most PNDs lock out if the wearers life sign cease, or if damaged it is sometimes worth the time and risk to Data Mine an enemies Network in combat to gather vital intelligence, or pick up a fee credits, the latter might cause some friction with the other team members if they figure out youíre ďpick pocketingĒ the enemy while the fight is still going on.
Chronos
 GM, 28 posts
Sat 21 May 2011
at 20:51
Re: Technomancy: Hypershot
Hyper shot
Purchase DC to build 23 (Illegal in many jurisdictions, seizure of item likely if used in controlled area)

Technomancers skirt the Oísahdii protocols banning the use of Hypermatter weaponry.  Their hyper weapons fire small drones loaded with dense and unstable packets of raw Hypermatter that reacts destructively with normal matter causing rapid often explosive decay not the basic constituent elements of matter.
         The effect is spectacular, even diamond, or reinforced alloys seem to burn intensely disintegrating into a fine black ashy dust that is seldom any more than the carbonized remains of what the object used to be.
        The packet f Hypermatter is enough to ďburnĒ for several seconds, inflicting damage to the target after the initial hit. Unless dug out. ď Reflex Save DC 15( inflicts 1d4 pts damage if the round struck flesh I.e. bypassed armor.)
          No mater what the appearance of the device the Technomancer creates to use with this technique it functions like a heavy pistol. It can be disarmed, attacked, stolen or lost. However no one but the Technomancer who built the device can use it. And any attempt to use or tamper with detonates itís energy reserve and inflicts itís full damage to the hands of the person holding it

Incinerate( Uses skill Pistol, or machine pistol for attack rolls)
Active: Technomancy ranged attack
Device Size: Light weapon. ( can be duel wielded if the Technomancer constructs a second weapon)
Time attack action
Target: 1 creature or object
Duration: 1d3rounds
Range Increment: 10ft +5ft per level of technique
Rate of Fire: Single
Damage: 2d6 +1d4 per round ( base)( damage is non specific energy)
Crit Threat: 20
Crit Multiplier: 1 + 1 per 2 levels of technique
Save:  REF DC 15 to end continuing damage
Magazine capacity: Varies by design ( typically 10)
Ammunition cost DC 15 per 12 to manufacture

Lvl: I
Technomancer may use and firearm relate feat or ability with his Incinerate attack

Lvl II
Weapon damage increases to 2d6+2

Lvl III
Weapon can be used as a semi automatic weapon

Lvl IVa
Weapon damage increases to 3d6
Weapon gains 3round burst function

Lvl IVb weapon increase critical threat range to 19-20

Lvl IVc round explodes on impact with 5ft radius DC 16 for half damage to all others in area. Original target gets no save versus damage. Does not do continuing damage but al affected creatures, and combustible objects in radius, must make Reflex Save DC 15 or be set on fire

This message was last edited by the GM at 23:12, Sat 21 May 2011.

Chronos
 GM, 29 posts
Sat 21 May 2011
at 21:05
Re: Technomancy: Flux Point
Flux Point:
Device construction Purchase DC 23
Other than singularity Flux Point is the most feared and respected form of attack available to Technomancers.  It can damage tissue, materials, barriers and shields, with equal ease. A Flux  point is capable of being directed by itís creator to attack any target within her rage.  Flux  point destroys flesh, armor and materials with equal effectiveness.. The unstable rapidly oscillating quantum fields rend objects apart at a nearly molecular level. While it takes training and practice t properly learn Flux  is a powerful tool in the hands of a skilled Technomancer. The shimmering ball of quantum energy hurtling toward them is the last sight many unfortunate combatants see.

GENERAL
Flux Point damage counts as Lethal damage if target has no protection it takes all damage to Hit. If the target has any form of defense. It takes initial damage from Flux Point against its health points after applicable defenses, and then saves versus hit point damage.
Characters killed by Flux Point can only be resuscitated in a fully equipped medical facility by a doctor trained in surgery.
Flux Point damages shields, armor, and barriers. Kinetic Barriers are affected first then damage is applied to the character. If a character has a  barrier he is not affected until his barriers fail. If the character is wearing armor or has shields then both he and his shields or armor take damage equally. full damage is dealt to both defenses and character with only natural DR or Kinetic based DR being applied.. One damage roll is made and the results applied to both target an his shields or armor effects.

Flux Point is an indirect attack it can be guided through or around obstacles nearly negating the protection of non Kinetic barriers and shields. While it can be sent through a solid wall unless the Technomancer can see or sense by other means his target it is treated as a blind attack against an invisible enemy.
Reduce target cover by 2 steps. Can attack through a wall, but attack is at -10 and there is a 50% chance the attack will fail to do damage even if the attack roll is successful.

Flux Point effects can be detonated with Overload either as an attack or as a defense. Either way a powerful release of energy results. Flux Point can only be detonated by an overload of equal or greater level. And generates an explosion of 1d6+(1d6 per level of Flux Point+ 1d6 per 2 levels overload used) the detonation is Ĺ sonic/concussion and Ĺ energy (electrical)

At level three a Flux Point is a homing attack if the first attack misses the attacker can make a second attack roll the following round and subsequent round as long as there is duration left on the effect.

Each round after the Flux Point is established it will attack itís target requiring a new attack roll by the Technomancer. This attack is automatic and does not count as an action unless the roll is a failure and the Technomancer wishes to use the Flux Points homing ability to attempt a second attack on the same target.
Each round during the Flux Points duration the Technomancer can chose to retarget the Flux Point effect to another character or object. If the Technomancer targets another creature, character, or object the attack roll is at -4 and is an attack action. Otherwise the attack roll suffers no penalty. Redirecting a Flux Point effect provokes an attack of opportunity in a threatened square and requires the Technomancer to temporarily expose himself control the mass point effectively. (reduce his cover by 1 step,)


Level I
Ranged Attack
AOA Yes
Time:Full Attack
Range: 80ft+10ft per Character level
Target: creature or object
Duration 1 rd
Area of effect: target
Saving throw. Special
Damage 1d6/2d6 vs. barriers and shields.
Special:

Armor must make for save DC 12 or lose 2pts DR ( for every 4pts DR lost to Flux Point 1p AC is lost)
 Organics must make Fort Save DC 12 or suffer 1d4 Hit point damage.

Level II
Ranged Attack
AOA Yes
Time:Full Attack
Range: 80ft+10ft per Character level
Target: creature or object
Duration 2 rd
Area of effect: target
Saving throw. Special
Damage 1d6/3d6 vs. barriers and shields

Special:
.
Armor must make for save DC 12 or lose 2pts DR ( for every 4pts DR lost to Flux Point 1p AC is lost)
 Organics must make Fort Save DC 14 or suffer 1d4 Hit point damage.


Level III
Ranged Attack  (Homing)( ignores cover completely)
AOA Yes
Time:Full Attack
Range: 80ft+10ft per Character level
Target: creature or object
Duration 3 rds
Area of effect: target
Saving throw. Special
Damage 2d6/4d6 vs. barriers and shields.

Special:

Armor must make for save DC 14 or lose 4pts DR ( for every 4pts DR lost to Flux Point 1p AC is lost)
 Organics must make Fort Save DC 16 or suffer 1d4 Hit point damage.


Level IV Improved Flux Point
Ranged touch Attack  (Homing)
AOA Yes
Time:Full Attack
Range: 100ft+10ft per Character level
Target: creature or object
Duration 4 rds
Area of effect: target
Saving throw. Special
Damage 3d6/5d6 vs. barriers and shields

Special:

Armor must make for save DC 14 or lose 4pts DR ( for every 4pts DR lost to Flux Point 1p AC is lost)
Organics must make Fort Save DC 18 or suffer 1d4 Hit point damage.



Level IV Area Flux Point
Ranged Attack
AOA Yes
Time:Full Attack
Range: 80ft+10ft per Character level
Target: all creatures or objects
Duration 1 rd
Area of effect: 10ft radius
Saving throw. Special
Damage 1d6/2d6 vs. barriers and shields.

Special:

Armor must make for save DC 12 or lose 2pts DR ( for every 4pts DR lost to Flux Point 1p AC is lost)
 Organics must make Fort Save DC 12 or suffer 1d4 Hit point damage.


Level IV Unstable Flux Point
Ranged Attack
AOA Yes
Time:Full Attack
Range: 80ft+10ft per Character level
Target: creature or object
Duration 1 rd
Area of effect: target
Saving throw. Special
Damage: special

Special:
Damage 3d6/5d6 vs. barriers and shields.
Armor must make for save DC 14 or lose 2pts DR ( for every 4pts DR lost to Flux Point 1p AC is lost)
 Organics must make Fort Save DC 16 or suffer 1d4 Hit point damage.
Additional: At the end of the round the Flux Point detonates. Inflicting 5d6 bludgeoning 10ft radius ref Save DC 15 for half damage. All targets within area must save FORT DC 14 or be deafened 1d6 rds and dazed 1  rd

Flux Point Mutations:
By its very nature Flux Point is a volatile and dangerous ability few industrial applications have been developed and even those are treated with the same care and precautions as high grade explosives. Usually a Technomancer using a Flux Point mutation work alone with significant safety precautions in place to contain a runaway Flux Point.
Bore: allows industrial Technomancers to drill into solid matter creating a hole ten centimeters across up to three meters deep in 30 seconds. Material may not be of a hardness of 8 or higher. A Technomancer may choose to use Bore to cut through thin material instead, of drilling a hole n it.  cutting through material up to hardness of ten at a rate of 1 meter per 10 seconds. The cut is 1cm wide and can sever metal or plastics up to 6 centimeters thick. Being able to quickly cut through heavy metal plates Allows an industrial Technomancer or Combat Technomancers to cut through most walls, door and bulkheads without any tools or cutting torches. This mutation requires  the Technomancer to concentrate solely on his task or risk losing control and calling a full blown Flux Point into existence. Loss of concentration creates a rouge Flux Point that last 3rds and attacks any creature or object within 10meters.

Pulverize: allows a Technomancer to reduce material to a powder similar in consistency to confectioners sugar. Technomancer may pulverize one kilo in 3 minutes but must concentrate completely on his task to avoid losing control of his affect. Loss of concentration creates a rouge Flux Point that last 3rds and attacks any creature or object within 10meters at random.
Chronos
 GM, 31 posts
Sat 21 May 2011
at 21:29
Re: Technomancy: Singularity Drone
Singularity Drone: ( illegal, with damn good reason)
           One of the most frightening weapons developed by Technomancers is a singularity bomb or drone. Through means not fully understood the techno mage can construct a softball sized drone that flies to a targeted area and implodes Creating a pin point tear in the space time continuum allows the crushing gravity of subspace to leak through. Creating a short lived singularity.
              Simple possession of this device is enough to get most people beaten within an inch of their lives by les tolerant jurisdictions, use of the device is treated as setting off a weapon of mass destruction. Fortunately the only way most people will ever know what the odd little object is is for you to tell the. Either for intimidation( +4 to check) or just to see the expression on their face as they scramble to get away fro it.
             Any creature or object in the area is draw into the dense gravity field and suffers damage due to the rapidly shifting gravitational field that can rip it apart.  Singularity deal both Hit point and Health point damage to itís targets. The intense battering by objects spiraling around the field and the brutal force of gravity that can break bones and tear muscle are difficult to defend against. Health Point damage is reduced by DR but hit point damage dealt ignores all damage reduction. The only hope of escaping damage is not to be in the area of effect when the drone implodes.( make reflex save)
         If an object is reduced to 0 hit points it is drawn into the singularity and simply ceases to exist. If a creature takes damage that reduces him to negative hit points equal to his fortitude the body is reduced to a bloody mass that sinks into the singularity and vanishes forever into subspace.
CRITICAL HIT/MISS ROLLS
           If the attack roll to strike the target area results in a roll of 20 and the crit is confirmed then the weapon spontaneous detonates after one round any creatures in itís area of effect must make Fort Save DC 23 or be drawn into Subspace rupture and randomly ejected at a random location no closer than 3 miles from impact point. Fortunately for most subspace ruptures will not open in solid matter and tend to form close to the mass shadow of a planet or station while they are likely to be injured they will survive.
          IFÖI repeat IF the confirmation roll results in a 1 then everyone within fifty feet must make save or be drawn into rupture. If a 20 is rolled hen everything within 50 feet, creatures, items, structures and portions of structures vanish and reappear 1d4 hours later, in a random location on the same planet. And at this point everyone will most likely be very angry with the Technomancer responsible.

Active: Technomancy area effect attack
Device Size:  diminutive item
Time attack action
Target: radius
Area of effect: 5 ft. +5 ft at 3rd and 4th levels
Duration: 1d4 rounds +1 level at second and fourth levels
RangeĒ 120 feet( drone moves at 50 ft per round, can be destroyed with successful attack against DEF 20)
Rate of Fire:
Damage: Health Damage 3d6 +(1d6 health damage per round per level) ( damage is bludgeoning)
               Hit Point damage 1d6 +( 2 per level of power) per round ignore hardness and DR
 Damage type crushing
Crit Threat:20
Crit Multiplier: special
Save:  REF DC 12 +2 per level of power, negates
Magazine capacity: 1 ( counts as grenade)
Ammunition cost DC 18 per item

NOTES: this technique has no special qualities at increasing levels, Lvl IV evolutions or mutations. It makes people go away forever, and can implode a house or potentially move it and everyone in it to the other side of the planet. It does not need evolutions and what possible constructive purpose can this thing have other than dig large holes in the ground, free up a parking space, convince a tribe of savages on some back water planet you are a god, or hand it to that guy sleeping with your wife press the button and giggle from a safe distance.
Chronos
 GM, 32 posts
Sat 21 May 2011
at 23:07
Re: Technomancy: Tech/Psi Blade
Tech/Psi blade

          Though their means of creation are vastly different the Blade techniques are fairly similar in application, damage and improvement.
         The Tech Blade is created using a swarm of nanites and microscopic crystals of exotic alloys and carbon crystal. When trigged a Tech blade creates a force field that allows the nanites to flow and form a paper thin razor edged blade. Inside the grip a complex array of kinetic boosters, gyro and electronics gives the blade the heft balance and impact of a real blade. Augmenting the techs strength until a simple flick of the wrist can drive the blade with enough force to sever a limb or slice through a metal pipe.
             The Psi blade is a weapon of both telepaths and Kinetics, the blade varies in composition from a rigid blade of crystalline ectoplasm to a shimmering ribbon of psionic energy. But the effect I the same, a razor edged extension of the Psionics body as deadly and tangible as any material weapon.
          In both tech and Psi blades the appearance and style of the blade vary wildly from sleek lethal rapiers to wickedly curved scythes. Each tech or Psion crafting their own style to suit their physical limitations and aesthetic tastes. For Psions the choices are as varied the blade could be a razor thin extension from their fingertips, a blade projecting from between their knuckles or off the back of their hand, to a fully formed word formed ot of psionic energy and wielded traditionally.  Two Tech/psi Blade wielder who use the same style or tye of weapon who encounter one another might well call the other out for the right to claim the style as their own and force the looser to change their style or manifestation.
           In the case of the Tec blade almost without fail part of the training to learn the technique is the construction of the first of many tech blades. Most are keyed to the owner biometric signature and will not function or anyone else. As a tradition most techs will not allow another to use their blade or craft a generic blade. As much for practical reasons as well, if the technology in the blade became common knowledge thy might well end up facing a trained soldier who could use the blade with far more lethal skill than a tech could manage.
           Psi blades are simply manifestations o psionic energy without fail they dissipate if the psionic is incapacitated or disarmed . In any case no one but the Psion can wield his own Psi blade, and fe who know the technique are willing to allow anyone to study them in hopes of artificially reproducing the weapon. .
              The primary advantage of a Psi blade is that it can not be taken away stolen or lost. Once trained a Psion simply has to flick his wrist and focus for a moment and the blade I in hand ready to be used. A tech blade on the other hand can be disarmed, stolen, destroyed or lost. Although a few techs have had the presence of mind to fabricate their blades into some form of gauntlet or armor that keeps them from being disarmed

              NOTES
            Contrary to the name a tech Blade can take th form of any melee weapon. The style, type of damage and function of the weapon is set and fixed at creation. Tech/Psi blade can be learned with multiple styles of weapons and weapon types but it is purchased as a separate technique.

          Training to use the weapon is as much a pat of the technique as manifesting or building the item. The creator uses his Tec blade skill ranks as his attack bonus in combat. In addition it counts as weapons training requiring regular practice to keep in fighting form.

          Tech and Psi blades can be augmented and upgraded with gadgets for either melee weapons or Psitech devices. In order to function the tech must integrate the item. A craft check DC 20, and the Psion must wear a Psi amp Purchase DC 23 in order to use a Psitech gadget.

          Tech /Psi blades are tangible weapon. They can parry block and deflect other weapons and can be targeted with attacks, disarmed or sundered. Although in the case of a Psi blade it is a move action to re-manifest the blade.
        Any feat, maneuver, attack or ability that can be used with a melee weapon can be used with a Psi/Tech Blade. If a Psi/tech blade is pattered after a weapon that has reach, is flexible o can be wielded two handed etcÖ the tech/Psi blade shares those attributes.
           It is feasible too use a Tec blade in both hands or create a double weapon version of a Tech/Psi blade. These weapons follow the same rules as any other weapon for two handed fighting. Although they count as a light weapon for use in the off hand no matter what their design or style to do this with a tech Blade the user must manufacture a second blade Purchase Dc 23 both Psion and Technomancers must spend one additional rank per level to learn two blade style. These ranks do not count to gaining new levels and are not used to calculate attack bonuses.

GAME INFORMATION AND COMMENTS:
Tech/Psi Blade user are sometimes competitive, they will often spar, or duel in the same way a gunslinger, Knight or Samurai would these duels are seldom to the death or malicious In mature. During a duel or sparring sessions the Blades are usually used in non lethal mode with all damage being temporary. The duel ending when an opponent is disabled or admits defeat.
          This does not apply to all who use a Psi or tech blade but it is a common trend. Common enough that professional duelists who compete for prize money and bragging rights do exist.

Tech Psi Blade
Construction cost: DC 18 +2 per level of technique. ( new blade must be constructed to gain new level)
Psionic/ Technomancy technique.
Damage: 1d8
Size varies
Crit threat: 20
Multiplier x2
Weight : ---

Lvl I: create Psi/tech blade

Lvl II Increase damage by +2 per level above 2nd

Lvl III increase crit range +1

EVLUTIONS
Lvl IVa: weapon ignores 5pts DR hardness

Lvl IVb ( requires Iva) weapon can sever limb on confirmed critical

Lvl IVc ( requires IVa, IVb ) weapon ignores equipment based AC/DR

Lvl V: ( 20 ranks points spent on evolution other than IVa do not apply.) weapon treated as vorpal will decapitate on natural 20. Retains sharpness attribute will sever limb on a confirmed critical, but will sever head on natural 20

To gain all five levels and evolutions requires 28 ranks.


RELATED FEATS:

Channel ( requires Lvl III Psi/Tech Blade)
A tech or Psion can channel an attack using one of his attack techniques through his blade. This is a full round action and delivers the technique attack on his next successful Melee attack with the weapon. The range, and area of affect are reduced to touch , and any technique or ability that require concentration can not be used with the attack.
Note: some techniques are unsuitable for this method of deliver the GM has Discretion as to which are disallowed. ( it is very hard to charm someone you just whacked with a sword, and hacking a robot takes some manipulation of itís code which you cant do while swinging a sword.)
          Overcharge:
Allows the user to boost the output of his weapon for one attack to doe so he must spend an action point increasing the damage by one die for one round.

Unique item:
Kíhuírii. A rare version of a tech or psi blade, it resembles an oblong disk with finger holes cut in the center. The surface is inscribed with alien glyphs and script That defy translation.  The weapon can be used with the Psi/Tec blade technique at -4 to itís attack unless the wielder spends ranks to learn the Technique using the KíKuírii.
           In addition to itís hand to hand uses he weapon can be thrown. It has a range increment of 30ft, and returns to the user at the end of the round. He can either catch the weapon: Reflex Save or slight of hand DC 10 or let it fall to the ground and pick it up( Move action, provokes AoO)
          The Kíkuírii is an alien weapon, and defies analysis, attempting to disassemble or tamper with the weapon causes it to fuse into a mass of molten metal. Their rarity and unique abilities make them a sought after item and the owners are loathe to part with them. Most often requiring the new owner to pry them from the former owners cold dead fingers. If they are lucky enough not to have it lodged in their body or in the body of an ally. .

   Gunblade:
Only known to exit for Tec blades this Technomancer weapon fuses a ranged weapon to a tech blade. Evidently a nostalgia buff saw one two many version of the weapon n games or literature and decided he had to have one.  The ranged weapon fires a bolt of non specific energy with a range increment of 30ft. It does 2d8 damage, and fires in single shot mode. It has a crit range of 20 and deals triple damage on a confirmed critical. He weapon does not need to be recharged or reloaded unless a critical miss is rolled. Then a small charge of hypermatter Purchase DC 15 must be inserted into the weapon to replace the spent cell.
          In addition the weapon can channel the power of the blast into the blade doing an additional die of damage on a successful melee attack. Any property th tech blade posses, Keen, Sharpness, or vorpal is added to the ranged blast.
            Due to the unusual design and balance of the weapon it has a -2 to hit modifier for both ranged and melee attacks.
          No one is sure who manufactures these rare weapons, and no one who owns one is telling. Even telepathic probes will not reveal the source due to some form of erasure of certain memories. All that the owners will say is that they had to work for it, and the manufacturer is not easy to please.

           Ohn MahíKuhl: a Psionic weapon that functions as a focus for a Psi blade. The weapon resembles a ornately engraved staff tih a blade at one en and a bulbous crystalline fixture at the other. While it looks other heavy it is remarkably light and easy to wield in combat.  When Wielded the Psi blade projects from the bladed end while the other end is capable of projecting a lance of energy that mimics the effect of a Lvl 3 concussion technique. The odd design incurs a -4 penalty( unless ranks are spent to leanr Psi Blade with this version)  to attacks but the weapon grants the level III concussion attack whether or not the wielder knows it to that level.
        The ranged attack has the following traits
Range Increment 30ft
Damage 3d6
Target must  save Reflex DC 15 or stunned 1 round

IF the wielder poses the Concussion technique the weapon uses his highest level of concussion if it is greater than Lvl III

The weapon is believed to be an Oísahdii or Nephilum weapon and is highly valued both as a weapon and as a relic if inclined to do so the owner can nearly name his own price to a collector or museum.  Itís alien technology prevents any study or duplication and is impossible for even a Technomancer to reverse engineer.

This message was last edited by the GM at 23:07, Sat 21 May 2011.

Chronos
 GM, 33 posts
Sat 21 May 2011
at 23:09
Re: Technomancy: Pulse
Pulse:

Both an offensive and defensive power, Pulse generates an intense focused pulse of electromagnetic energy at frequencies and intensities which can disrupt electronics, damage synthetics and disorient organic targets. Pulse is relatively short ranged due to the field strengths required to affect modern systems. However within itís effective range a pulse can be highly effective at neutralizing an enemies weapons and defenses.

Level I
Ranged touch Attack
AOA Yes
Time:Full Attack
Cool down: base 3 rds
Range: 30ft+10ft per Character level
Target: creature or object
Duration instant
Area of effect: target
Saving throw. Special
Damage:
               2d6 vs. shield/barriers, synthetics (save fort DC 5+damage taken Or dazed)
               3d6 vs. mechanicals save DC 8+damge taken or stunned 1rd


Level II
Ranged touch Attack
AOA Yes
Time:Full Round
Cool down: base 3 rds
Range: 30ft+10ft per Character level
Target: creature or object
Duration instant
Area of effect: 5ft radius
Saving throw. Special
Damage:
               3d6 vs. shield/barriers, synthetics (save fort DC 5+damage taken Or dazed)
                4d6 vs. mechanicals save DC 10+damge taken or stunned 2rds

Level III
Ranged touch Attack
AOA Yes
Time:Full Round
Cool down: base 3 rds
Range: 30ft+10ft per Character level
Target: creature/object or radius
Duration instant
Area of effect: 5ft radius
Saving throw. Special
Damage: 1d6 temporary vs. organics
                4d6 vs. shield/barriers, synthetics(save fort DC 5+damage taken Or stunned)
                5d6 vs. mechanicals save DC 8+damge taken or stunned 1d3

Level IV heavy Pulse
Ranged touch Attack
AOA Yes
Time: Full Round
Cool down: base 3 rds
Range: 30ft+10ft per Character level
Target: creature or object
Duration instant
Area of effect: 5ft radius or object/creature
Saving throw. Special
Damage: 1d6 vs. organics save fort DC 5+damage taken Or dazed
               4d6 vs. shield/barriers, synthetics(save fort DC 5+damage taken Or stunned 1d3)
               5d6 vs. mechanicals save DC 8+damge taken or disabled( repair check DC 15 to reactivate)

Level IV area Pulse
Ranged touch Attack
AOA Yes
Time:Full Attack
Cool down: base 3 rds
Range: 30ft+10ft per Character level
Target: creatures/objects in radius
Duration instant
Area of effect: 10ft radius
Saving throw. Special
Damage:
               4d6 vs. shield/barriers, synthetics(save fort DC 5+damage taken Or stunned)
               5d6 vs. mechanicals save DC 8+damge taken or stunned 1d3
Chronos
 GM, 34 posts
Sat 21 May 2011
at 23:10
Re: Technomancy: Mad Machine
Mad machine:
Associated skill: Craft
       Techs are nothing if not creative in modifying and upgrading their toys or the tows of their friends. A tech with the mad machines technique can enhance a device he builds or one purchased, if he has to, allowing it to perform to superior levels compared to stock items.
           The time and expense of the project are almost equal to the price of most items but the extra abilities are more than enough to make up for a week or two of eating Faux Food, Concentrate 5,(or maybe you can just see what your coworkers left in the fridge.)
           Improving a device increases one attribute, of the item. For weapons this can be attack, range increment, or magazine capacity, for armor AC, max dex, or armor penalties. I the case of vehicles, robots, computers etc, any specific stat or ability of that object is increased. ( such as computer use, research or gather information when using a computer..)
For dice based attribute such as damage the  increase is based on the total possible result for the dice roll
Example: 3d6 maximum roll 18 10% increase 2 ( 1.8 rounded up). Or a numerical attribute divide the attribute by 10 and round to the nearest whole number( 1.5 becomes two. But 1.4 becomes 1 )

           The cost of the upgrade is Ĺ the original cost of the item, device or machine. And the time taken is half the time it would take to construct the item from scratch.( so if heís upgrading our starship, might want to consider renting a house for the season, if you can still afford more than a cardboard box)

           The effect of the upgrade is permanent ,any attempts to upgrade the item negate the existing upgrade and if the item is broken or disable then the upgrade must be redoneÖ and now you have to pay him to fix your starship again, hope those pirates had something good in the hold.

               Techniques such as repair and mechanical genius can reduce the time and cost of the upgrade as if it were a normal build...of course he doesnít have to tell you he managed t save himself a few thousand credit o your upgrade and spent a week at the beach while you thought he was working on your starshipÖ at your expense. Hint: ask for receipts, and make sure you know where he actually is while heís supposed to be working.

Lvl I: Increase one attribute 10%
Lvl II increase 2 attributes 10%
Lvl III increase two attributes 15%

Lvl IV increase 3 attributes 15%,  Or increase one attribute 30%
Lvl IVb rebuild normal Item as master work item
Lvl IVc  Increase all attributes 5%
Chronos
 GM, 35 posts
Sat 21 May 2011
at 23:11
Re: Technomancy: Sabotage
abotage:  (Requires level 2 Pulse, and Level 2 hacking)
Most modern technology depends on electronics to function. This is especially true of weapons and shield packs. Linking modern combat devices together allows quick access to a weapons fire control system and the controls of a shield pack. Linking both together is usually done by the users HUD device.  Linking status display targeting inform, shield status and personal tactical awareness displays into one seamless display.
         Interrupting these feeds, introducing destructive code or jamming signals is one method of dealing with a hostiles personal network. The other is the use of a focused tuned pulse of energy keyed to overheat components, fry out wireless systems and cause a weapon to overheat and jam.  Sabotage combines the effects of an EMP pulse with destructive code into one insidious attack allowing the user to strike both the hardware and soft ware of the target in one strike.
Against modern weapons and shield packs the sabotage attack is quite effective. Able to take out simple robots, automated guns, cameras even enemy drones. Me sophisticated synthetic life forms however are well protected from the simple slash and burn code in a sabotage attack and can resist it quite easily.

Sabotage may be used multiple time, however if used on a target already affected by a sabotage attack it is not cumulative. Instead it forces the target to check for shield failure and make a second reflex save if he avoid the effects of previous sabotage attacks. When targeting specific items or objects the sabotage attack is treated as a normal damage inflicting effect. And targeted item take damage from every repeat attack.

        Once the duration of the effect wears off the target is subject to all effects of the attack once more.

         If target is not using a HUD, modern firearm, or other personal device using electronics the combat penalties are ignore. Simply stating that the character is removing his HUD and not using his sights is sufficient to negate penalty. However any equipment based bonuses for the weapon and/or gadgets attached to it are lost. In addition any benefits  or abilities granted by a persons HUD are lost if removed or turned off.


Sabotage:
Tech attack technique.
Time: attack action
Target, area or single object
Duration: 3 rds +1 rd per 2 levels of technique
Range 30ft +10ft/ level of technique
Radius 10ft
Save: reflex DC 14 +1 per level( to avoid combat penalties, shield must check for failure each time subjected to sabotage attack)

Effects:
Lvl I
10% chance of shutting down shield packs in radius
-1 to hostile attack, damage rolls
or
2d6 against targeted technological device, robot or item
requires attack roll -4 to hit carried item. (Instant effect, no save, ignore hardness, synthetics unaffected)

Lvl II
15% chance of shutting down shield packs in radius
-1 to hostile attack, damage rolls
or
2d6 against targeted technological device
requires attack roll -4 to hit carried item. (Instant effect, no save, ignore hardness, synthetics take half damage)

Lvl III
20% chance of shutting down shield packs in radius
-2 to hostile attack, damage rolls. Increase critical failure chance on weapon being used when attack triggered 1pt, crit failure on natural 1 and 2
or
3d6 against targeted technological device
requires attack roll -4 to hit carried item. (Instant effect, no save, ignore hardness, synthetics take half damage)

Lvl III
25% chance of shutting down shield packs in radius
-2 to hostile attack, damage rolls. Increase critical failure chance on weapon being used when attack triggered 1pt, crit failure on natural 1 and 2
or
3d6 against targeted technological device
requires attack roll -4 to hit carried item. (Instant effect, no save, ignore hardness, synthetics take half damage)
Chronos
 GM, 36 posts
Sat 21 May 2011
at 23:27
Re: Technomancy: Sabotage
Rupture:
Technomages can create pinpoint ruptures in the time space continuum, allowing hyperspace to briefly flood into real space. Due to the mutually incompatible nature of the two the usual result is a massive blast of hot gasses, heat and concussive energy.
      This technique requires a compact device which is almost identical to a small hyper jump drive. It however is unstable and can not sustain the output required to contain the Hyperspace rift, allowing energy and matter from hyperspace to enter real space.
       Occasionally this rift becomes stable by some quirk of physics, allowing creatures from hyperspace to enter real space for 1d4 rounds. Most hyperspace creatures are predatory, but are no more dangerous than normal real space animals. Only rarely will a large dangerous predator come through the rift, and when it does it is never in a good mood and will attack anything in sight.
            If character rolls a natural one on his attack roll to place center of attack and rolls 1-10 on a second roll, roll 1d20

1 School of edible Aíba rhul Crab, 1 HP 1d3  +1 to attack,  size Tiny, AC 10 Number 3d6+ 5
             Can be sold for Purchase Dc 18
2 Curious MínKuhl ( see description) will accompany Technomage for 1d4 days then leave
          unless diplomacy check DC 18 passed.
3-9 random Non edible reef eels, use constrictor snake stats ( Pg 257 D20 Modern) stats
                    will not attack unless attacked.
10 Míhahn Krii ,1d20  Predatory reef Predator use small monstrous spider stats. Attack immediately
12 HíNaKuhl, Large lethal predator, use shark stats add flight equal to swim speed.
13-18: random bits of debris small animals and lots of dust, all in area receive Ĺ concealment 1d4 rnds
19: Unknown alien life form,(Kroath)  obvious technological devices disappears in 1d4 rounds unless attacked.
20: Dimensional Horror attacks everything in area.


Device Size tiny, diminuative
Device Purchase DC 18+2 per level of technique  for six nano-drones ( destroyed when used)
Construction Purchase DC 13+1 per level of  technique

Rupture:
Area Affect attack
Time: Full Round Action
Duration: Instant
AOA: yes
Item cost: Dc 28
Concentration: no
Range: 30ft +10 per level of technique
Radius: 10ft, 15 feet at third level
Save reflex DC 14+1 per level of technique
Effect:
4d6 +1d6 per level of technique max (8d6 at Lvl IV)

Evolutions
Lvl IVa maximum dice for technique ( 8d6)

Lvl IVb Tech can convert rupture into a line attack range zero up to 20ft x5ft.

Lvl IVc; Intensity of rupture creates a sonic boom all creatures within radius must save Fort DC 15 or be deafened  1d4 rounds, and dazed 1 rnd.
Chronos
 GM, 37 posts
Sat 21 May 2011
at 23:28
Re: Technomancy: Sabotage
Jolt: ( requires Mentor )
A simple and straight forward offensive technique. For many Technomages it is  first choice for offense and defense. Jolt generated a powerful electric charge then using a low output particle beam to create an ionized channel delivers the chard to the target.
      Although jolt requires an atmosphere of some sort to be effective and has limited range due to the electric charge dissipating into the air or arcing off into grounded objects the technique has advantages that make it
          First Jolt deliver a charge that can disrupt mechanical and electronic devices as well as do lethal damage to organic and inorganic material as well. Second most armors and protective clothing are not insulated versus an electric current. And even those that are leave gaps the current can exploit.  Meaning most armors are nearly useless at protecting from the charge.
       A third advantage, or normally considered an advantage is that objects and creatures within five feet of the target, and the flight path of the bolt are subject to excess current finding itís way to them. Causing a great deal of collateral ďsplashĒ on itís way to the true target.

Armor breaching: equipment based, natural, kinetic, and tech based AC and DR are ignored y the attack unless the provide full body coverage and are specifically indicated to protect against electricity.

Any creature or object within five feet of a line between the attacking character and his target, as well as a five foot radius around the target are object to 1d6 splash damage from the Jolt. A successful Save Ref or Fort DC 12 negate the damage from the Splash


Level I -III
Device construction Purchase DC 16 +1 per level, new device needed at each level of technique
Device size: small
Ranged Attack Technique ( does not require to hit roll)
AoO Yes
Time: attack action
Recharge: 2 rounds
 Max range 60ft
Target: creature or object
Duration: instant
Area of effect: Special
Saving throw. Reflex DC 10 +2 per level after first Ĺ damage
Damage:  1d6 (electric Lethal, damage goes directly against hit points.)( damage increases +1 d6 at 3rd and 4rth Level to a total of 3d6)

Target must save versus both initial attack and splash damage.
        even if target saves versus initial attack they must immediately make a save versus the splash damage.
          If target fails versus the initial attack and the splash damage the damage I counted as a single attack.
Chronos
 GM, 38 posts
Sun 22 May 2011
at 00:09
Re: Technomancy: Jolt
Jolt: ( requires Mentor )
A simple and straight forward offensive technique. For many Technomages it is  first choice for offense and defense. Jolt generated a powerful electric charge then using a low output particle beam to create an ionized channel delivers the chard to the target.
      Although jolt requires an atmosphere of some sort to be effective and has limited range due to the electric charge dissipating into the air or arcing off into grounded objects the technique has advantages that make it
          First Jolt deliver a charge that can disrupt mechanical and electronic devices as well as do lethal damage to organic and inorganic material as well. Second most armors and protective clothing are not insulated versus an electric current. And even those that are leave gaps the current can exploit.  Meaning most armors are nearly useless at protecting from the charge.
       A third advantage, or normally considered an advantage is that objects and creatures within five feet of the target, and the flight path of the bolt are subject to excess current finding itís way to them. Causing a great deal of collateral ďsplashĒ on itís way to the true target.

Armor breaching: equipment based, natural, kinetic, and tech based AC and DR are ignored y the attack unless the provide full body coverage and are specifically indicated to protect against electricity.

Any creature or object within five feet of a line between the attacking character and his target, as well as a five foot radius around the target are object to 1d6 splash damage from the Jolt. A successful Save Ref or Fort DC 12 negate the damage from the Splash


Level I -III
Device construction Purchase DC 16 +1 per level, new device needed at each level of technique
Device size: small
Ranged Attack Technique ( does not require to hit roll)
AoO Yes
Time: attack action
Recharge: 2 rounds
 Max range 60ft
Target: creature or object
Duration: instant
Area of effect: Special
Saving throw. Reflex DC 10 +2 per level after first Ĺ damage
Damage:  1d6 (electric Lethal, damage goes directly against hit points.)( damage increases +1 d6 at 3rd and 4rth Level to a total of 3d6)

Target must save versus both initial attack and splash damage.
        even if target saves versus initial attack they must immediately make a save versus the splash damage.
          If target fails versus the initial attack and the splash damage the damage I counted as a single attack.

This message was last edited by the GM at 00:10, Sun 22 May 2011.