Technomancer
Technomancer
Technomancers are skilled practitioners of technology who are capable of manipulating it with their mind. This allows them easy control of any tech they can get their hands on.
HP & Defenses
Technomancers possess a d8 Hit Die, and they start the game with 40 Hit Points (plus double Constitution and other modifiers). By spending 3 XP the Technomancer can gain a Hit Die, increasing their Hit Points accordingly.
They also receive a +4 bonus to Will Defense.
Stat Bonuses
Technomancers receive a +1 bonus to one of the following attributes; Intelligence, Wisdom, or Charisma.
Increasing these attributes outside of character creation is done at a discount (10 XP per increase instead of 20 XP)
Attack Bonus
Technomancers receive a +1 Attack Bonus.
By spending 5 XP the Technomancer can increase their Attack Bonus by +1, to a maximum of +10.
Skill Points
Technomancers receive 1 rank in the following skills at character creation;
Artisan
Awareness
Deception
Drive
Knowledge (History, Tactics, and Technology)
Linguistics
Persuasion
In addition they receive 2 ranks in Use Computers.
Starting Feats
Technomancers receive the following starting feats;
Technomancy
Technomancers can use their Use Computers check to access any technological item they wish, so long as it has some sort of wireless connection. In order to do so, they must spend 1 MP. See the Use Computers skill for DCs and applications of the skill.
Digital Magic
Technomancers receive Magic Points as if they were a spellcaster, and are capable of replicating some low level magic through a technological item. By making a DC 25 Use Computers check and spending the MP cost of the spell, the Technomancer can attempt to cast any 1st level spell.
In addition to this, the Technomancer can use any technological items within 12 squares of them as the origin square for any spells they cast, including spells they learn themselves which aren't cast through the application of this ability.