The Path of Technomancy



  One of the newest and most controversial Thaumaturgy paths, Technomancy) concentrates on controlling electronic devices, ranging from wristwatches to computers. The path is so new that it has yet to spread much beyond the United States, but its proponents are quickly making progress in spreading it as far as they can, stating that it is a prime example of what can be accomplished with creative applications of Thaumaturgy in the modern world. More conservative Tremere object to Technomancy's very existence, claiming that mixing magic and mortal technology borders on treason or even blasphemy. Some European regents have even banned practitioners of Technomancy from their chantries altogether. The Inner Council has not yet expressed any opinion on the matter, but has approved the introduction of the path into the clan's grimoires.

basic Technomancy

Analyze

 Technology doesn't march on - it races. Keeping up with new innovations can be confusing at best, and many vampires find that progress rapidly leaves them behind, despite their best efforts. With Analyze, you can project your consciousness into a device, granting you temporary but comprehensive understanding of its purpose, the principles of its functioning, and its means of operation. No permanent knowledge is gained; this understanding fades in a few minutes.  To use this power, you must touch the device in question. Basic knowledge (on/off and simple functions) is granted in the first turn. After that, every turn of contact with the device allows for more information, but you must spend a Mental Trait for every additional piece of information beyond the first. In the second turn, you know enough to competently operate the device. In the third turn, you have a complete understanding of the full range of the device's potential. The knowledge gained lasts for a number of minutes equal to half your Mental Traits (round down).  This power may also be used to understand new pieces of computer software. However, you must touch a computer in which the software is installed; merely holding the CD-ROM or disk will not do. You must bid an additional Mental Trait when attempting this.

Burnout

 Burnout's only function is destruction. By causing a device's power supply to surge, you may damage or destroy the target. Burnout cannot be used to directly injure another individual, but destroying a pacemaker or a car's fuel injection control chip can certainly have dramatic consequences.  You must make a Static Mental Challenge. This power has a range of up to 10 times your permanent Willpower in yards, but you must bid an additional Mental Trait if you are not touching the item. Normal household appliances or desktop computers typically have three Traits, while cars or more resistant devices have six Traits. Large mainframes, passenger aircraft or other similar devices may have nine or more Traits. Devices with additional surge protection gain an additional three Traits for defense (computers well-guarded against power spikes and the like, such as banking or military mainframes, may have more at Storyteller discretion). A damaged device ceases to function and cannot be used again until it is repaired. If you wish to destroy the target instead of merely damaging it, spend a Mental Trait and make a Simple Test; with success, the target is destroyed instead of being merely damaged. Burnout may also be used to destroy electronic data storage (such as disks or CD-ROMs), using the same procedure; with success, the data is destroyed beyond any hope of non-magical recovery.

intermediate Technomancy

Encrypt/Decrypt

 While more conservative Tremere are often unaware of the constant struggle of governments and corporations to keep their encryption routines up-to-date, the technophilic members of the clan take great pleasure in this power as it allows them to mystically scramble a device's controls so that it only works for them. It also works on all sorts of electronic media, ranging from computer files to videotapes - files appear scrambled, the videotape displays nothing but snow and static, and so forth.  To encrypt something, you must touch the device or data container and spend a Willpower Trait. Once the power is invoked, spend Mental Traits to work the encryption; the more Traits spent, the more secure the encryption.  Each level of the Computer Ability you possess counts as two Traits for the purposes of encryption alone. Anyone attempting to use the device or access the data without your assistance must succeed in a Static Mental Challenge against the number of Traits spent. Those who have no appropriate skills (such as Computer, Repair, Science or Security) cannot attempt the challenge at all:
The device simply refuses to work. The details of the challenge are left to the Storyteller, but let common sense be your guide. You may dispel the effect at any time merely by touching the target and spending another Willpower Trait.  Encrypt/Decrypt can also be used to decrypt devices or data that have been previously encrypted with this power. The power works exactly the way it does when encrypting something, except every spent Mental Trait removes one Trait from the target, thus making using the device or accessing the data easier.  The effects of this power last for a number of weeks equal to your permanent Willpower Traits.

Remote Access

 A suitably skilled technomancer no longer needs to touch a device to operate it. This is not some form of telekinesis; instead you command the device directly with your mind. This power may be used on any electronic device in the character's line of sight. You must spend a Willpower Trait and concentrate on the target. After that, you may use the target device normally, despite the fact that you aren't actually touching it. This could mean operating a computer from afar, opening electronic locks or deactivating security systems. As long as you can see the device, you can operate it.  Remote Access remains in effect for a number of turns equal to your Path of Technomancy score. You must make a Simple Test for each turn after that;  on a failure, the connection is broken. Remote Access can only be used on a single target at a time.  If the item you are operating from afar is destroyed while you are using it, you immediately take three levels of bashing damage (which is not halved as per normal), as the shock of having your perceptions suddenly shunted back to your body is somewhat nasty.

advanced Technomancy

Telecommute

 Telecommute allows you to project your consciousness into the global telecommunication network and send your mind through satellite links, fiber optic cables and other similar devices. While thus immersed in the network, you can use any of the other Technomancy powers on the devices with which you make contact.  You must touch some sort of a communication device. Anything will do; it may be a cell phone, a fax machine, a computer with a modem or permanent network connection, or just an ordinary telephone. You then spend a Willpower Trait and concentrate.  The effects of Telecommute lasts for 10 minutes, with each level in Computer Ability granting an additional five minutes. This time may be extended by another 10 minutes by spending a Willpower Trait. This can be repeated until there are no Willpower Traits left, if you so desire. The default range of Telecommute is 25 miles. If you wish to go further than that, you may do so by expending Mental Traits as follows: As long as you are immersed in the network, you may apply any other Path of Technomancy power to any device or data you encounter. Should you become disconnected (which may occur should a part of the network your connection runs through be shut down or destroyed), you are immediately yanked back to your body and suffer five levels of bashing damage (not halved as per normal).  Should you attempt to take any actions more complicated than talking to someone while thus connected, you must bid two additional Traits for any and all challenges. It should also be noted that there are beings other than the Tremere out there in the Net, and they may well take exception to the intrusion. The Tremere who are experienced in these things know that these creatures are far more at home in this environment, and steering clear of them is often a good idea.  For obvious reasons, this power always requires Storyteller assistance.




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