Paragons of technology from the more technologically advanced regions of Morta IV, Technomancers control technology.
6 Hit Points | 4 Skill Ranks | 1 Soak
Class Abilities
Weapon and Armor Proficiency
Technomancers gain proficiency with simple weapons, and two of the following: pistol, rifle, shotgun, or Siege. They’re not proficient with armor.
Technomancer's Foci
At 1st level the Technomancer chooses a foci to enhance their Technomancy. This takes one of three forms: a phone that contains their power, their mind which swells with mystical power, or a vehicle which serves as a conduit for their power.
Phone: If this is chosen, they gain a spell through Steal Spell at 1st level.
Mind: If this is chosen, they gains a Reality Hack at 1st level.
Vehicle: If this is chosen, choose one of the following vehicles; Motorcycle, Car, Sailor's Boat, Airship, Helicopter, or a Freighter. It cannot be sold.
Steal Spell
At 2nd level and every 2 levels thereafter the Technomancer chooses a spell from any spell list (arcane, divine, etc.) and adds it to a faux spell-list of their own. This counts as spellcasting for the purpose of feats and abilities.
Spells cast through Steal Spell rely on Smarts in place of Magic. Technomancers have a pseudo MP pool which is equal to half their level (minimum 1) + Smarts.
Reality Hack
At 3rd level and every 3 levels thereafter the Technomancer changes an aspect of reality to alter their power. This usually involves altering themselves, but it can involve altering allies and enemies around them.
Speed Hack: If used on herself or an ally, the Technomancer or the ally gains a +1 bonus to all move speeds. If used on an enemy, it’s a penalty. For each time this is taken after the first, increase the bonus/penalty by 1 (to a minimum speed of 0).
Thick Skin: If used on herself or an ally, the Technomancer or the ally gains a 1 Deflection to all body parts. For each time this is taken after the first, increase by 1. This is halved on body parts that wear armor over it.
Infinite Ammo: If used on herself or an ally, the Technomancer or the ally are counted as not expending ammunition as they use a ranged weapon. This lasts for 2 rounds, and for each time this is taken after the first, increase the duration by 2 rounds.
Unbreakable Spirit: If used on herself or an ally, the Technomancer or the ally are immune to fear effects. This lasts for 2 rounds, and for each time this is taken after the first, increase the duration by 2 rounds.
Instant Communication: If used on herself or an ally, the Technomancer or the ally are able to mentally communicate no matter the distance. This lasts for 2 minutes, and for each time this is taken after the first, increase the duration by 2 minutes.
Magnetic Feet: If used on herself or an ally, the Technomancer or the ally are able to walk on metallic solid surfaces (such as metal walls and ceilings). This lasts for 1 minute, and for each time this is taken after the first, increase the duration by 1 minute.
Scanning Sight: If used on herself or an ally, the Technomancer or the ally are able to detect lifeforms within 6 squares, even if they’re in stealth. This lasts for 2 rounds, and for each time this is taken after the first, increase the duration by 2 rounds.
Portal Reach: Upon activation, increase your melee reach for a number of rounds equal to 1 + (each additional time this is taken) to a 6 square range. This can be used once per encounter.
Energize: You or an ally this is used on receive Energy Resistance 5 to a single arcane element (except Sonic, Corruption, or Arcane) until the end of combat. For each time this is taken, increase the Energy Resistance by 5 to a maximum of Resistance 30.
Nerve Shock: When activated make a Smarts-based attack against the Bodily Defense of an opponent within 2 + (each additional time this is taken) squares. On a successful hit, that opponent is stunned until their next turn.
Infuse Power
At 7th level the Technomancer can as a standard action impart technological power into a mundane and otherwise not technologically advanced object. This object has a number of "charges" equal to the Technomancer's Smarts. These charges can be spent to cast spells through them (like a wand) without expending uses from Steal Spell, instead expending the charges from the object affected with Infuse Power. This can be done once per day.
Technological Mind
At 11th level the Technomancers become immune to any enemies’ mind-affecting effects or fear effects.
Mind Reflection
At 13th level the Technomancer can use their Smarts in order to Parry attack rolls against them. Against laser, plasma, and kinetic bullets this is increased by +0k1.
Command Machine
At 17th level the Technomancer can issue a command to a Construct (Robot), AI, or computer. This is a Use Computers versus their Mental Defense, and on a successful hit they follow the command to the best of their ability. This is a mind-affecting effect which can affect machines with a Smarts score or which can be hacked, and lasts for 1 day.
Deus Ex Machina
At 19th level the Technomancer becomes one with technology and technology's progress, increasing their Soak by 1. In addition to this, choose a spell list (arcane, divine, psychic, etc.) - once chosen this can't be changed. Technomancers can cast any spell of that spell list (which they can cast at their level) and these expend uses of Steal Spell.
First Awakening
Technomancers gain a bonus to Mental Defense equal to ½ Smarts.
Heroic Awakening
Technomancers receives Deflection equal to 1 + Smarts to all body parts which applies against laser, plasma, and kinetic bullets as well as attacks from technological objects and hazards.
Unchained Awakening
Once per day the Technomancer can disable all technology they chooses within 12 squares. With this, they can selectively choose technology which is their own or an allies from being disabled.
True Awakening
If the Technomancer dies they can jump their soul into their Technomancer's Foci. When doing this, they count as an AI inhabiting their Foci and they control the Foci until their body regenerates in 1 day. If the Foci is destroyed, the Technomancer is slain permanently. Destroying the Foci requires a DC 15 + (level) Spellcraft check.