Technomancy
Force Power
- Subtype: Electromagnetism
- Prerequisite: None
- Source: 3.2
Brief
Availablity | Action | Range | Cost | Basic Effect |
---|---|---|---|---|
At-will |
Varies |
Touch |
Sustain free, FP cost |
You directly interface with a computer, droid, or other complex technological device. This allows you to use Slicing as if you had access to the proper interface. Each use of Slicing costs 1 FP. |
Description
Technometry was a Force power that allowed a user to tap into and read technological devices, and in some cases control them.
Techniques
- Blowout: (2 FP) You force as much neural energy into the connection as possible, overloading its circuitry. Willpower vs Will, causes 2d8 + 2x Willpower internal EM damage.
- Id Insinuation: (1 FP) You push your thoughts and emotions into the subject; most computers and droids are unable to process biological thought patterns, and this confuses them. Willpower vs Will, causes stunned on hit, Will ends. On a critical hit, also causes -1 on condition track from circuit overload.
- Propagation: (Knowledge 5, 1+ FP) Your touch can propagate from one interconnected device to another. For instance, by touching a computer, you can jump from the computer into the power system that powers it; then, from there, into a device in another room connected to the same power source.
- Each time you jump (as a standard action), you must spend 1 FP (+1 per previous jump), and pass a Knowledge skill check, DC 10 + 5 per jump, to navigate through circuitry. If the skill check fails, the jump fails; you do not lose your other connections, but you still lost the Force Point.
- You may only use the furthest connection from yourself at any given time. To use a closer device, you must disconnect from further devices; re-connecting to them requires new jumps.
- Any device in the chain can use normal means to detect and counter your intrusion. A successful disconnection anywhere in the chain automatically breaks all further connections, but not nearer ones.
- Rapid Propagation: (Knowledge 10, requires Propagation) You may make multiple jumps with a single action and skill check (DC set for furthest connection), spending all Force Points upfront.
- Speed of Thought: (Knowledge 5, 3 FP) Unhindered by mechanical interfaces, you interface with the machine much faster. All actions measured in minutes are instead measured in seconds. Full-round becomes standard, standard swift, and swift or less is free.
- Spooky Action at a Distance: (Knowledge 10, Concentration 5, costs 3 FP) Changes range from touch to short range. Cannot propagate from target.
Notes
- Your "connection" is different each time you use this power, and cannot be locked out. It is impossible to back-trace your connection and counter-hack your brain.