Difference between revisions of "Technomancy"
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Latest revision as of 19:10, 3 January 2014
The newest path to be accepted by the Tremere hierarchy as part of the clan's official body of knowledge, the Path of Technomancy is a relatively recent innovation. It was developed in the latter half of the 20th century, and has not yet spread far beyond the North American Potifices. The path focuses on the control of electronic devices, from wristwatches to computers, and its proponents maintain that it is a prime example of the versatility of Thaumaturgy with regards to a changing world. More conservative Tremere, however, state that mixing Tremere magic with mortal science borders on treason or even blasphemy, and some European Regents have gone so far as to declare knowledge of Technomancy grounds for expulsion from their chantries. The Inner Council did approve the introduction of the path into the clan's grimoires, but has yet to voice any opinion on the conservative opposition to Technomancy.
1) Analyze
Mortals are constantly developing new innovations, and any vampire who would work Technomancy must be able to understand that upon which he practices his magic. The most basic power of this path allows the Tremere to project his perceptions into a device, granting him a temporary understanding of its purpose, the principles of its functioning and its means of operation. This does not grant permanent knowledge, only a momentary flash of insight which fades within minutes.
System: A character must touch the device in order to apply this power. The number of successes rolled determines how well the character understands this particular piece of equipment. One success allows a basic knowledge (on/off and simple functions), while three successes grant competence in operating the device, and five successes show the character the full range of the device's potential. The knowledge lasts for a number of minutes equal to the character's Intelligence.
This power can also be used to understand a non-physical technological innovation - in other words, a new piece of computer software - at +2 difficulty. The character must touch the computer on which the software is installed - simply holding the CD-ROM is not enough.
2) Burnout
It is usually easier to destroy than to create, and sensitive electronics are no exception to this rule. Burnout is used to cause a device's power supply, either internal or external, to surge, damaging or destroying the target. Burnout cannot be used to directly injure another individual, although the sudden destruction o fa pacemaker or car's fuel injection control chip can create a definite health hazard.
System: A character can use this power at a range of up to 10 times her willpower in yards, although a +1 difficulty is applied if she is not touching the target item. The number of successes determines the extent of the damage.
1 success: Momentary interruption of operation (one turn), but no permanent damage.
2 successes: Significant loss of function; +1 difficulty to use the device for the rest of the scene.
3 successes: The device breaks and is inoperable until repaired.
4 successes: Even after repairs, the device's capabilities are diminished (permanent +1 difficulty to use).
5 successes: The equipment is a total write off; completely unsalvageable.
Large enough systems, such as mainframe computers or passenger aircraft, impose a +2 to +4 difficulty (at the Storytellers discretion) to affect with this power. Additionally, some systems, such as military and banking computers, may be hardened against power surges and spikes, and thus possess one to five dice (Storytellers discretion again) to roll to resist this power. Each success on this roll (difficulty 6) takes away one success from the Thaumaturgy roll.
Burnout may be used to destroy electronic data storage, in which case three successes destroy all information on the target item and five erase it beyond any hope of non-magical recovery.
3) Encrypt/Decrypt
Electronic security is a paramount concern of government and corporations alike. Those Tremere who are techno-savvy enough to understand the issues at stake have become quite enamoured of this power, which allows the thaumaturge to scramble a device's controls mystically, making it inaccessible to anyone but him. Encrypt/Decrypt also works on electronic media; a videotape under the influence of this power displays just snow and static if played back without the owner's approval.
System: The character touches the device or data container which he wishes to encrypt. The player rolls normally. The number of successes scored is applied as a difficulty modifier for anyone who attempts to use the protected equipment or access the scrambled information without the assistance of the character. The thaumaturge can dispel the effect at any time by touching the target item; this countermanding costs a point of Willpower.
The power may also be used to counter another thaumaturge's use of Encrypt/Decrypt. The player rolls at +1 difficulty; each success negates one of the "owner's."
The effects of Encrypt/Decrypt last for a number of weeks equal to the caster's permanent Willpower rating.
4) Remote Access
With this power, a skilled thaumaturge can bypass the need for physical contact to operate a device. This is not a form of telekinesis; the vampire does not manipulate the item's controls, but rather touches it directly with the power of his mind.
System: This power may be used on any electronic device within the character's line of sight. The number of successes rolled are the maximum number of dice from any relevant Ability that the character may use while remotely controlling the device. For instance, if Fritz has Computer 5 and scores three successes when using Remote Access on an automated teller machine, he can only apply three dots of his Computer rating to any rolls that he makes through any use of the power. Remote Access lasts for a number of turns equal to the number of successes rolled, and can only be used on one item at a time.
If an item is destroyed while under the effects of Remote Access, the character takes five dice of bashing damage due to the shock of having his perceptions rudely shunted back into his own body.
5) Telecommute
A progressive derivation of Remote Access, Telecommute allows a thaumaturge to project her consciousness into the global telecommunications network, sending her mind through satellite uplinks and ISDN lines and fiber-optic phone cables at the speed of light. While immersed in the network, she can use any other Technomancy power on the devices with which she makes contact.
System: The character touches any form of communications device: A cellular telephone, network card-equipped computer, fax machine or anything else that is connected directly to or indirectly to the global network. The player rolls normally and spends a Willpower point. Telecommute lasts for five minutes per success rolled, and my be extended by 10 minutes with the expenditure of another Willpower point. The number of successes indicates the maximum range that the character can project her consciousness away from her body.
1 success: 25 miles
2 successes: 250 miles
3 successes: 1000 miles
4 successes: 5000 miles
5 successes: Anywhere in the world, including telecommunications satellites
While in the network, the character can apply any other Path of Technomancy power to any device or data with which she comes in contact. A loss of connection, usually through the shutdown or destruction of a part of the network through which the character's connection runs, hurls her consciousness back to her body and inflicts eight dice of bashing damage.
A character travelling through e Net by means of this power can use her Path of Technomancy powers at normal difficulty. Using any other abilities or powers while engaged thus is done at a +2 difficulty. Furthermore, there are other denizens of the Net who may not take kindly to Tremere intrusion, and who may well take steps to remove the riffraff from their electronic doorsteps.