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jobs:technomancer [2026/06/29 12:38] – [Magical Talent] ms_ashjobs:technomancer [2026/08/03 14:32] (current) – [Magical Talent] ms_ash
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   * [Arcana]   * [Arcana]
   * [Lexiturgy]   * [Lexiturgy]
-Alternatively, instead of gaining a free [[Game Mechanics:Definitions:Rank]] in the above [Masteries], you may choose to gain 2 [[:Game Mechanics:Definitions:Ability|Abilties]] from one of them instead. These [[:Game Mechanics:Definitions:Ability|Abilties]] must be of equal or lower [[Game Mechanics:Definitions:Rank]] to your new [[:Jobs|Job]] rank.\\ +Alternatively, instead of gaining a free [[Game Mechanics:Definitions:Rank]] in the above [Masteries], you may choose to gain 2 [[:Game Mechanics:Definitions:Ability|Abilties]] from one of them instead, provided you already have the [[:Game Mechanics:Definitions:Appropriate]] [[Game Mechanics:Definitions:Rank|Ranks]] in the [Mastery].\\
-\\ +
-**Please Note**: A [[:Jobs|Job]] [[Game Mechanics:Definitions:Rank]] is the [[:Game Mechanics:Dice Pool:Total]] of all your [[Game Mechanics:Definitions:Rank|Ranks]] in various [[:Jobs]], not just [[:Jobs:Technomancer#Technomancer]].\\+
 \\ \\
 In addition, as you progress your [[:Jobs|Job]] [[Game Mechanics:Definitions:Rank|Ranks]], you gain the following benefits: In addition, as you progress your [[:Jobs|Job]] [[Game Mechanics:Definitions:Rank|Ranks]], you gain the following benefits:
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   * At [[:Jobs|Job]] rank 8, you can increase your [[Game Mechanics:Definitions:Rank]] in the above [Masteries], up to a max [[Game Mechanics:Definitions:Rank]] of 5, or you can gain two free [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 5 or lower, from those [Masteries].   * At [[:Jobs|Job]] rank 8, you can increase your [[Game Mechanics:Definitions:Rank]] in the above [Masteries], up to a max [[Game Mechanics:Definitions:Rank]] of 5, or you can gain two free [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 5 or lower, from those [Masteries].
   * At [[:Jobs|Job]] rank 10, you can increase your [[Game Mechanics:Definitions:Rank]] in the above [Masteries], up to a max [[Game Mechanics:Definitions:Rank]] of 6, or you can gain two free [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 6 or lower, from those [Masteries].   * At [[:Jobs|Job]] rank 10, you can increase your [[Game Mechanics:Definitions:Rank]] in the above [Masteries], up to a max [[Game Mechanics:Definitions:Rank]] of 6, or you can gain two free [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 6 or lower, from those [Masteries].
 +**Please Note**: A [[:Jobs|Job]] [[Game Mechanics:Definitions:Rank]] is the [[:Game Mechanics:Dice Pool:Total]] of all your [[Game Mechanics:Definitions:Rank|Ranks]] in various [[:Jobs]], not just [[:Jobs:Technomancer#Technomancer]].\\
 ==== Obsessive Tinkerer ==== ==== Obsessive Tinkerer ====
 //Technomancers don’t tinker, they hyper-fixate until the world bends around their workbench. When they get locked onto a project, they move with a kind of manic clarity, assembling artifacts, gear, vehicles, even custom cyberware with a speed and precision that can't be matched. They’re the only people who can whip up a prototype in the time it takes a normal engineer to finish a safety briefing. But that brilliance comes with a bottleneck: once they latch onto one task, good luck getting them to think about anything else. Production lines? Forget it. If you need five thousand units, hire a factory. If you need one impossible thing, built fast, built right, and built yesterday, you call a Technomancer.// \\ //Technomancers don’t tinker, they hyper-fixate until the world bends around their workbench. When they get locked onto a project, they move with a kind of manic clarity, assembling artifacts, gear, vehicles, even custom cyberware with a speed and precision that can't be matched. They’re the only people who can whip up a prototype in the time it takes a normal engineer to finish a safety briefing. But that brilliance comes with a bottleneck: once they latch onto one task, good luck getting them to think about anything else. Production lines? Forget it. If you need five thousand units, hire a factory. If you need one impossible thing, built fast, built right, and built yesterday, you call a Technomancer.// \\
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   * [Fabrication]   * [Fabrication]
   * [Mad Science]   * [Mad Science]
-Alternatively, instead of gaining a free rank in the above [Masteries], you may choose to gain 2 [[:Game Mechanics:Definitions:Ability|Abilties]] from one of them instead. These [[:Game Mechanics:Definitions:Ability|Abilties]] must be of equal or lower rank to your new [[:Jobs|Job]] rank.\\+Alternatively, instead of gaining a free [[Game Mechanics:Definitions:Rank]] in the above [Masteries], you may choose to gain 2 [[:Game Mechanics:Definitions:Ability|Abilties]] from one of them instead, provided you already have the necessary [[Game Mechanics:Definitions:Rank|Ranks]].\\
 \\ \\
-**Please Note**You can't increase a [Masteryabove rank 3 during [[:Character:Character Creation]].\\+In addition, you may only ever perform a <wrap preview>[[:Game Mechanics:Check]]</wrap> to advance one [Crafting] [[:Game Mechanics:Definitions:Ability:Ritual]], with a [Periodic] [[:Game Mechanics:Definitions:Ability:Ritual#Interval]], per [Period], but you may do so twice, ignoring the [[:Game Mechanics:Definitions:Ability:Ritual#Interval]] restrictions.\\
 \\ \\
-In additionyou may only ever perform a <wrap preview>[[:Game Mechanics:Check]]</wrap> to advance one [Crafting] [[:Game Mechanics:Ritual]], with [Periodic] [Interval], per [Period], but you may do so twice, ignoring the [Interval] restrictions.\\+Furthermorethe maximum amount of [[:Game_Mechanics:Project|Projects]] you can maintain is reduced by 1, to a minimum of 1.\\
 \\ \\
-Furthermore, the maximum amount of [[:Game_Mechanics:Project|Projects]] you can maintain is reduced by 1, to a minimum of 1.+**Please Note**: You can't increase a [Mastery] above [[Game Mechanics:Definitions:Rank]] 3 during [[:Character:Character Creation]].
 ===== Job Abilities ===== ===== Job Abilities =====
 ==== Techno-Organic Feedback ==== ==== Techno-Organic Feedback ====
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 |  <wrap preview>[[:Traits:Electronic]]</wrap>  |||||| |  <wrap preview>[[:Traits:Electronic]]</wrap>  ||||||
 ^Effects|||||| ^Effects||||||
-|**Spell Battery**: \\ At the start of the [Period], you nominate a [[:Game_Mechanics:Spells|Spell]]. Once per [[:Game_Mechanics:Encounter]], you may cast the nominated [Spell] without spending [[:Ratings:Mana]]. \\ \\ At Mk. 2, through Mk. 5, you may nominate 1 to 4 additional [Spells] and use this effect 1 to 4 additional times per [[:Game_Mechanics:Encounter]], respectively.||||||+|**Spell Battery**: \\ At the start of the [Period], you nominate a [[:Game Mechanics:Spell]]. Once per [[:Game_Mechanics:Encounter]], you may cast the nominated [Spell] without spending [[:Ratings:Mana]]. \\ \\ At Mk. 2, through Mk. 5, you may nominate 1 to 4 additional [Spells] and use this effect 1 to 4 additional times per [[:Game_Mechanics:Encounter]], respectively.||||||
 </WRAP> </WRAP>
  
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 // At the height of their craft, Technomancers stop treating “impossible” like a word and start treating it like a dare. They learn that inspiration flows through the Astral Space just like mana does — memories of what was, sketches of what could be, and half-formed dreams of what should exist. A master Technomaster taps that current the same way they’d tap a generator line: patiently, deliberately, and with the kind of stubborn focus only a chrome-soaked mage could manage. With enough time, enough care, and a whisper of magic, they can forge anything, artifacts that defy physics, engines that rewrite geometry, devices that make other engineers cry and theologians sweat. These are the minds that first hammered D’jump Drives into existence… and ask any one of them how they did it, they’ll shrug and say it just “felt right.” Genius or madness — for Technomancers, it's usually both. // \\ // At the height of their craft, Technomancers stop treating “impossible” like a word and start treating it like a dare. They learn that inspiration flows through the Astral Space just like mana does — memories of what was, sketches of what could be, and half-formed dreams of what should exist. A master Technomaster taps that current the same way they’d tap a generator line: patiently, deliberately, and with the kind of stubborn focus only a chrome-soaked mage could manage. With enough time, enough care, and a whisper of magic, they can forge anything, artifacts that defy physics, engines that rewrite geometry, devices that make other engineers cry and theologians sweat. These are the minds that first hammered D’jump Drives into existence… and ask any one of them how they did it, they’ll shrug and say it just “felt right.” Genius or madness — for Technomancers, it's usually both. // \\
 \\ \\
-[[:Game Mechanics:Ritual]]\\+[[:Game Mechanics:Definitions:Ability:Ritual]]\\
 \\ \\
 You gain the [[:Jobs:Technomancer#Master Artificer]] [[Game Mechanics:Definitions:Ability|Ability]]: You gain the [[:Jobs:Technomancer#Master Artificer]] [[Game Mechanics:Definitions:Ability|Ability]]:
-^Master Artificer^ +<WRAP center 700px> 
-| [[:Skills:Tech]]* [[:Game Mechanics:Ritual]]; 150/[[:Game Mechanics:Turn Order:Turn]]| +|< - 25% 50% 25%>| 
-| You solve any one chosen problem with an invention of your own design, usable once per [Period]|+^**Master Artificer**^^
 + [[:Skills:Tech]]* [[:Game Mechanics:Definitions:Ability:Ritual]]; 150/[[:Game Mechanics:Turn Order:Turn]]     |    
 +|You solve any one chosen problem with an invention of your own design, usable once per [Period]||| 
 +</WRAP>
 \\ \\
- *The [[:Skills|Skill]] used for this [[:Game Mechanics:Ritual]] is dependent on the particulars of how your invention solves the problem at hand, make sure to discuss your intent with the [[:Game Mechanics:Definitions:Player|Players]], so you can agree on an [[:Game_Mechanics:Definitions:Appropriate]] [[:Skills|Skill]] to use.+ *The [[:Skills|Skill]] used for this [[:Game Mechanics:Definitions:Ability:Ritual]] is dependent on the particulars of how your invention solves the problem at hand, make sure to discuss your intent with the [[:Game Mechanics:Definitions:Player|Players]], so you can agree on an [[:Game_Mechanics:Definitions:Appropriate]] [[:Skills|Skill]] to use.
  
 ===== Changelog ===== ===== Changelog =====
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   * Starting Health Bonus reduced to 10   * Starting Health Bonus reduced to 10
   * Starting Proficiency list updated to include Athletics and Presence   * Starting Proficiency list updated to include Athletics and Presence
-  * Starting Abilities now grant the Magical Talent Abiliy+  * Starting Abilities now grant the Magical Talent Ability
   * Magical Talent Ability provides free ranks in certain magical Masteries as you gain Job ranks   * Magical Talent Ability provides free ranks in certain magical Masteries as you gain Job ranks
-  * Obessessive Tinkerer can now grant a rank in Explosives+  * Obsessive Tinkerer can now grant a rank in Explosives
   * Techno-Organic Feedback now provides 1/2/3/4/5 reduced Ward Tax, increased from 1/1/2/2/3   * Techno-Organic Feedback now provides 1/2/3/4/5 reduced Ward Tax, increased from 1/1/2/2/3
   * Techno-Organic Feedback now provides 1/1/2/2/3 reduced Mana Tax, increased from 0/1/1/2/2   * Techno-Organic Feedback now provides 1/1/2/2/3 reduced Mana Tax, increased from 0/1/1/2/2
   * Counter Battery wording updated to no longer interact with exclusively the Counterspell Action   * Counter Battery wording updated to no longer interact with exclusively the Counterspell Action
 +Version 0.5c - Aug 2026
 +  * Magical Talent Ability wording updated
 +  * Obsessive Tinkerer Ability wording updated
 </WRAP> </WRAP>