TECHNOMANCER (#30/30, #334/365) [POT]
STAMINA: 12
ATTACKS: 1
WEAPON: See below
ARMOUR: None or see below
DAMAGE MODIFIER: None
HABITAT: Towns, Ruins, Dungeons, Seas, Mountains, Volcanic Areas, Wilderness
NUMBER ENCOUNTERED: 1
TYPE: Humanoid
REACTION: Neutral
INTELLIGENCE: High
While Enchanting is the art of bestowing arcane effects upon an object to render it magical, Technomancy is the practice of crafting an item, usually mechanical in nature, that is then powered by magical sources. It is a rare spell-casting specialty upon Titan, but its adherents are generally quite recognizable due to both their background and their unstoppable belief in the power of magic technology to make everything better. To determine the initial ancestry of a Technomancer, roll on the table below:
Roll Technomancer Ancestry
1 Gnome
2 Human
3 Pangarian Goblin
4 Dwarf (including Half-Dwarfs)
5 Stormborn
6 Storm Giant (SKILL 10 STAMINA 15, 4 Attacks, Double Damage)
Any Technomancer will have 1-3 points in the Magic-Technomancy Special Skill, and 1 point in both Crafting and Engineering. They will also have Special Skills and Talents relative to their Gear and Devices, such as Handle (Vehicle) or Familiar.
A Technomancer will be armed with one basic weapon; roll on the table below to determine what:
Roll Weapon
1-2 Shortsword
3-4 Dagger
5-6 Staff
Roll Gear
2 Aeronaut Helmet
3 Gadjet: (Roll: 1-2 Wotsit, 3-4 Doobrie, 5-6 Thingy)
4 Bottle of Corrective Fluid
5 Bamboo Parasol
6 vial of Siccator
7 Goggles
8 Brass Telescope
9 Flightsuit (as per Leather Hauberk)
10 Wrench (as per Club)
11 Nose Filters
12 Ear Plugs
A Technomancer will have two Devices for every point they have in the Magic-Technomancy Special Skill (so a Technomancer with a Magic-Technomancy score of 2 would have 4 Devices). The Technomancer will know all the recipes ('Techniques') to construct these Devices, and may be willing to trade their secrets for new Techniques. To determine what these Devices are, roll on the table below:
Roll Device
1 Melee Weapon: Roll: 1 Force-Glaive, 2 Ripsword, 3 Crab Pincher, 4 Shell-Saw, 5 Automatic Impaler, 6 Extinguisher.
2 Missile Weapon: Roll: 1 Glyph-Bomb (1-3) (All), 2 Net-Shooter, 3 Flintlock Pistol, 4 Repeating Crossbow 5 Grenades (1-3) 6 Murder Sphere (1-3)
3 Familiar: Roll: 1 Techno-Homunculus, 2 Mechanical Bird, 3 Eye-Spy, 4 Miniature Iron Golem, 5 Automaton, 6 Animated Object.
4 Body Part: Roll: 1 Eye, 2 Hand, 3 Arm, 4 Foot, 5 Leg, 6 Ear.
5 Miscellaneous: Roll: 1 Portable Telopticon, 2 Pocket Myriad, 3 Sample Analyser, 4 Obsidian Warp Card, 5 Reinforced Cloak, 6 Portable Charger.
6 Transport: Roll: 1 Hovers, 2 Flyer, 3 Airship, 4 Balloon, 5 Juggernaut, 6 Bathysphere.
Roll or choose on the below table to determine the type of Power Source needed for the Device's abilities to work.
Roll Power Source
1 Nugget of Green Metal Ore
2 Storm Crystal
3 purple Warpstone
4 Power Stone
5 Lava Sphere/Seed
6 Lightning Sphere
A Technomancer will have 1-3 spare Power Sources, as well as those already being used by their respective Devices.
Finally, what is the Technomancer's purpose? To determine why they have been encountered roll on table below:
Roll Technomancer Purpose
1 They are on an observational survey to collect data
2 They are on an exploration, to document new terrain
3 They are testing one of their devices, which is a prototype (the device may be combat related)
4 They are hawking copies of their Devices for sale (may be defective)
5 They are on a pilgrimage to a site of Technomantic research
6 They need an obscure component to repair one of their Devices
Technomancers are extremely rare but their origins can vary widely. Most, whether Pangarian Goblin, Stormborn or human, hail from the Floating Islands, which are themselves one of the greatest feats of Technomancy upon (or, in this case, above) Titan. At this time, the current High Technomancer of Pangaria is Vizigg the Goblin, and the Chief Engineer is his ex-apprentice Krasic, also a Goblin. Other races, including Dwarfs, Storm Giants and the odd Gnome are known to dabble in the art and science, and there are dedicated chambers of learning in some settlements, such as the Guild of Artificers in Chalannabrad, or the League of Technomancers from the hidden city of Throben. It is thought that there may even be stranger practitioners out there, like the Skorn, Brain Slayers, Fire Giants, Titans, and various Time or Lightning Demons from the Abyssal Pit.