The Path of Technomancy

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“Ignore those withered bastards. Magic isn’t a matter of rambling, posturing, chanting, or dancing around naked. It’s here and now, wires and will, algorithms and abstract complexity theory. Sign in, or get out.” — Thomas Jurras, Anarch Thaumaturge

Technomancy is the thaumaturgical art of divining and controlling machines and technology. In this modern era, technology is as much a part of living society as forging steel or harvesting grain was in the Dark Ages. Similarly, younger vampires whose mortal years were steeped in the industrial revolution or the computer era find that they can extend their powers of blood magic over these curious inventions. Their blood, it seems, has become flexible enough to adapt as the world advances into a digital generation.

Some occult scholars believe that the Path of Technomancy works on a principle of sympathetic magic, similar to voudon. Others feel that the technological devices involved in such magic are nothing more than talismans for the exertion of the practitioner’s will. Whatever the truth, those young vampires who possess this new path have an understanding and assurance in the capability of technology and can leverage that devotion into their magic.

Technomancy Test Pool: Unlike most paths of Thaumaturgy, the Path of Technomancy uses the thaumaturge’s Mental attribute + Computers versus the target’s Mental attribute + Computers.

• Analyze

Initiates of the Path of Technology learn to tap into the fundamental truth behind a device. With a touch, you can project your perceptions into a device and glean an understanding of its purpose, the principles of its technology, and how to operate it. Analyze does not grant permanent knowledge, only a momentary flash of insight, which fades within minutes.

System: To activate Analyze, you must touch a technological device, spend 1 Blood, and use your standard action. Thereafter, you project your consciousness into the device, granting you temporary, but comprehensive, understanding of its purpose, the principles of its functioning, and its means of operation. In this manner, you can touch a computer and learn its specifications, touch an alarm and know under what conditions it will sound, or touch a car and determine its condition, top speed, and so forth.

All but the basic knowledge gained through the use of Analyze fades at sunrise, unless the thaumaturge has perfect recall or enhanced memory. A thaumaturge can preserve such information, if she takes the time and effort to write it all down.

Focus [Intelligence]: Analyze can also be used to understand a digital technological innovation, allowing you to read software and electronic files. For example, you can read the entire file contained on a flash drive, know all of the software installed on a computer, or peruse a cell phone’s recent caller list — all without turning the devices on.

•• Burnout

You have the power to destroy any electronic device within your sight by forcing the power supply, either internal or external, to surge and burn out the circuits.

System: Spend 1 Blood and use your standard action to use Burnout on any electronic device within your line of sight. The targeted device is destroyed beyond hope of repair. Burnout cannot be used to directly injure an individual, although the sudden destruction of a car’s fuel injection control chip can certainly do so at the Storyteller’s discretion.

Focus [Wits]: Burnout can be used to specifically target electronic data storage and erase it beyond any hope of mundane recovery. If you cause this effect, there is no sign that the destruction was anything other than simple device failure.

••• Encrypt/Decrypt

You have the ability to protect or access electronic devices and media files.

System: With a single touch, you may Encrypt any device, mystically scrambling its controls so that it only works for you. In addition, you can also protect any electronic media file you access, securing the file so that it cannot be opened by anyone but you. You also have the ability to reverse this power and Decrypt scrambled or protected systems so that you can access them despite their protection protocols. Characters attempting to access something you have Encrypted suffer a penalty to their test pool equal to the number of dots you possess of the Computers skill. Anyone who attempts to access the device using Path of Technomancy must make an opposed challenge using the Technomancy test pool. Note that this challenge is not necessary if the hostile technomancer simply wishes to destroy the device.

Focus [Intelligence]: Cracking your Encryption with mundane equipment is impossible. Only another technomancer can successfully Decrypt your protocols. Further, technomancers suffer a penalty to their test pool equal to the number of dots you possess of the Computer skill when attempting to influence or read something you’ve encrypted.

•••• Remote Access

You have such an innate connection to technology that with but a brief glance, you can remotely access any electronic device and utilize it as though you were physically operating it.

System: Spend 1 Blood, use your standard action, and target any electronic device within your line of sight. For the next hour, you can use your simple or standard action to interact with the object, as if you were accessing it normally, even if you are not within its normal range. You can enter data into your cell phone without taking it out of your pocket, read the text on a monitor that you can’t directly see, reset the alarm on someone else’s watch, or reprogram a computer without touching it.

Focus [Wits]: You automatically bypass any mundane security on the device you’re targeting, but you may need to make a challenge to effect equipment secured by another technomancer. With this power, you can automatically access a computer, even if you do not know the passcode.

••••• Telecommute

You have the ability to sense any electronic device in your area and access it via Telecommute, as long as you remain within 1,000 feet of it.

System: Spend 1 Blood and use your simple action to activate Telecommute. For the next five minutes, you can sense all electronic devices and their general location, within your immediate area. You can utilize any of your Path of Technomancy powers on these devices without the need to touch or see a targeted object, so long as you remain within 1,000 feet of it.

Focus [Intelligence]: Once activated, Telecommute lasts for an hour instead of the standard five minutes.


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