Technomancer

Blueprints, wiring diagrams, source code, calling plans, napkin scribblings, misspelled blog rants, and other arcana are the province of those strange industrious mages known as technomancers. These are the builders of engines, the designers of complex siege weapons, and makers of bizarre traps. Their faces are covered in soot, and their hair is blown back wildly from years of steam-related accidents. Unknowable tools hang from their belts like the acronyms that mark their speech. The sciences are their passion, technical knowledge their province, clockwork devices their closest companions, and steam is their bitch. What the modern world would consider mad science is mad magic in Midian. These non-mystical wizards craft their bizarre iron and steam-powered abominations, analyse the alien Extrinsic magic items, and create technomantic devices both large and small.

If you are looking for a plug-in class where you add '2D4 damage' from one chart to 'requires 3 rounds to cast' from another to make your character's inventions, then you are out of luck. If on the other hand you want a class that gives you an excuse to unleash your unholy designs on the campaign, where your response to the Game Master saying, "You can't do that because it wasn't invented until the 1900's," can be, "Here's my own schematics—suck it," then you just might be in the right place. It takes a certain kind of player to explain how a steam-powered flail might work, or to draw up plans for a submersible boat with giant claws, or to think up little ways to make oil lamps more powerful and fuel-efficient. Are you that player? Do you have what it takes?

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Requirements:

Wits: 12

Appearance: 19 (just kidding)

Training time:  Three year apprenticeship; two if self-taught (with sufficient resources)

Features and bonuses:

Exposure to Technomancy background

MacGuyver trait

Technomancers are an insular bunch, but sociable in their own circles—double your effective reputation score when dealing with other technomancers



Skills
Analysis I

Blacksmith apprentice

Carpentry apprentice

Chemistry I

Craft Musical Instrument apprentice

Diagnosis (Machinery) apprentice [This pseudo-specialisation works on devices instead of organics, but otherwise acts just like the diagnosis medical skill]

Distinguished Expertise I

Drawing apprentice

Electrical Engineering I

Field Improvisation I

Gunpowder Formulae

Knot-tying

Literacy

Locksmith apprentice

Mathematics apprentice

Mechanical Engineering I

Meditation

Physics apprentice

Ranged Weapon (special) I [You can use this for any odd devices of your own creation]

Scrounging I

Small Item Crafting apprentice

Trapping I

Weapon and Armour Maintenance—All


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Level bonuses
 Username: Status—Named or Titled; self-chosen designation Select one major or two minor studies (see below) Geek Speak: Secret and specialised communication with other technomancers of this level is now possible. A common language must still be known. Non-tech types may know the language, and even know most of the words you are using, but won't understand what you are talking about. Programming: Your devices can now operate under complex instructions with timing and feedback Bonus trait MacGuyver now x2 +4 to saving throws against electricity, paralysis, or spelling Now that you are eighth level, it's time to learn the REAL power; you pick up 3 skills learned thanks to exposure to roleplaying games; any three Gamer Dad: Double the amount of simultaneous tasks you can normally do mentally—normally, this is just one, with each subsequent task added with a successful Wits check with penalties for repeated attempts</li> Select one major or two minor studies</li> Starr's War: "Huh… good God y'all/What is it good for?/Absolutely nothing" Figure out what a device is used for, or at least the possible uses; different from how it works; a tech may guess wrong—you have found a use for the item, even if not the intended use</li> Select one major or two minor studies</li> No-Date Fridays: When working on a project you can continue uninterrupted without sleep or food as long as you stay busy and have some source of caffeine for a number of days equal to your class level</li> Pick a Status, any Status. I don't really care what. Make up one if you like.</li> +4 to saving throws against explosions and sonic effects, and take half damage if applicable</li> Select one major or two minor studies</li> Blue Smoke: Render a device permanently inoperable; the device must save vs. necromancy at a 16 or higher; this only takes a few seconds (one full round) of screwing with the device</li> Select one major or two minor studies</li> Gamer Mom: Quadruple the amount of simultaneous tasks you can do mentally—each successive Wits check adds four more tasks</li> Percussive Maintenance: Hit it until it works. If this fails to achieve the desired results, then hit it harder. Beat it like it's your kids; hit it until it listens. You can fix anything with a hammer—one way or another… A few rounds of striking a device achieves minor repairs. The first time this is 80% likely to happen, with the chance decreasing by 2% each time you use Percussive Maintenance. If the percentage check ever exceeds the current score, you hit the device too much and it won't work without major repairs.</li> Explain Anything: You can explain technical terms or broad concepts—usually by way of analogy—with a successful Personality check. They may not fully understand, and might even get it wrong, but will have the basics and be satisfied with their newfound knowledge. This is for single factoids rather than teaching skills.</li> Select one major or two minor studies</li> Social Network: You are now infamous among other technomancers. You might not know them, but they know you and admire your work. All other technomancers in the area are effectively an Associate contact for you if you both make a successful Reputation check (and don't forget the class bonus to double it)</li> Select one major or two minor studies</li> The Knack: You instinctively know how things fit together, and can take anything apart if you have the appropriate tools. You can also reassemble it and often improve performance or remove extraneous parts. You do not need to be familiar with the object—dismantling it is an education in how it works. </li> </ol> Per additional level: +1 for all class skills and studies

Per additional even level: +1 for all technical skills

Per additional level divisible by five: select one major or two minor studies


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Minor Studies: Each line counts as one course of study
 * Armorer apprentice
 * Blade Etiquette apprentice
 * Boyer and Fletcher apprentice
 * Engraving and Goldsmith apprentice
 * Sewing and Weaving apprentice
 * Shoemaking and Leatherworking apprentice
 * Stonemasonry apprentice
 * Sword Polishing (Requires Blade Etiquette) apprentice
 * Weaponsmith apprentice
 * Weaving and Basket Weaving apprentice
 * Artillery (select 2) I
 * Lockpicking apprentice
 * Navigation (land and nautical) I each
 * Ranged Weapons: Crossbows, Rifles, and Pistols I each

Major Studies:
 * Instrumentation—Navigation (land and nautical), Engraving, Goldsmith, knowledge of devices using feedback for gauges
 * Defence—Stonemasonry, Artillery (select 2), knowledge of how to best fortify strongholds and emplace defences
 * Launchers—Artillery (select 2), Ranged Weapons: Crossbows, Rifles, and Pistols, knowledge of ballistic paths and ranges
 * Missiles—Boyer, Fletcher, Blade Etiquette, knowledge of ballistic impacts and trauma
 * Edges—Blade Etiquette, Sword Polishing, knowledge of metallurgical properties
 * Fabrication—Sewing, Weaving, Basket Weaving, Engraving, Goldsmith
 * Guard—Armourer, Sewing, Leatherworking, custom-fit protective garb
 * Miniscule—Lockpicking, Engraving, Goldsmith, work with magnifier and tweezers for items too small to see