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Technomancer
Awwww, sugar-bean, bless yer lil’ heart, you want lil' ol' Rosanna Rivets to build that? Shoot. That’s adorable. Really is. Like watchin’ a puppy try to load a plasma rifle. I’m flattered, I am, but I ain’t the gal for makin’… whatever the hell this doodad’s s’posed to be… Is it upside-down? No? You sure? ‘Cause it feels upside-down. See, I’m what they call a Riveter, ya see? That means I poke stuff with a wrench till it quits complainin’. Y’know, ‘Screw Loose? Tighten It Twice!’ Page thirty-four of the Corporate Can-Do Handbook.
Now, I’m real good at makin’ engines stop cryin’. I can whisper a lil’ ‘You Got This, Champ!’ into a carburetor an’ bring it back from the dead. I once fixed a cargo hauler by glarin’ at it real determined-like. But this contraption? Sugar… this ain’t a machine. This is an idea that escaped the fence. An’ ideas that big? Wooo-eee. Rosanna can wrassle a gremlinated J'dump Drive in the dark with no gloves on, but she ain’t dumb enough to fight a concept. Concepts bite deep. Had my thumb off once, growin’ back crooked ever since.
“What yer lookin’ for is a Technomancer. Them folks what jam magic an’ metal together like it’s peanut butter ’n’ existential dread. They don’t lose mana when they bolt chrome on, no sir. They just pat the cyberware real gentle, whisper a lil’ ‘Teamwork Makes the Dream Work!’ an’ suddenly that hunk o’ metal sprouts a soul like a confused turnip. Next thing you know, the thing’s hummin’ with mana like it’s tryin’ out for choir.
An’ don’t even get me started on their spell batteries. Ol’ Rosanna tried buildin’ one once. Punched the runes in, tuned the capacitors, gave it a pep talk, ‘Every Day is a Fresh Start!’ and the damn thing exploded, apologized, and then bit me anyway. Technomancers? They’re different. They look at physics the way I look at a discount bin. Just rummage around till they find somethin’ spiffy. They build impossible stuff all the time — gravity chokers, moon clamps, reality… spatulas. Then they forget how they did it, ‘cause inspiration is like a raccoon in the garbage: you ain’t catchin’ it twice.
So nah, sweetheart. Rosanna Rivets can fix your ship, tune your thrusters, cleanse your pipes, cuddle your reactor, give your mech a lil’ emotional support massage, yes she can! But this gizmo right here? You need one o’ them sideways-thinkin’, rune-sniffin’, chrome-cuddlin’ Technomancers. Tell ’em Rosanna sent ya. And if they roll their eyes? That means they love me.
- Rosanna Rivets, Federation Astrotech Bay, Mark 5778
| Rank | Job Die | Abilities |
|---|---|---|
| 1 | - | Techno-Organic Feedback (1/1) |
| 2 | D4 | Spell Battery (Mk.1), Upgrade Job Die |
| 3 | D4 | Techno-Organic Feedback (2/1), Bonus Proficiency |
| 4 | D6 | Spell Battery (Mk.2), Upgrade Job Die |
| 5 | D6 | Techno-Organic Feedback (3/2), Bonus Proficiency, Counter-Battery |
| 6 | D8 | Spell Battery (Mk.3), Upgrade Job Die |
| 7 | D8 | Techno-Organic Feedback (4/2), Bonus Proficiency |
| 8 | D10 | Spell Battery (Mk.4), Upgrade Job Die |
| 9 | D10 | Techno-Organic Feedback (5/3), Bonus Proficiency |
| 10 | D12 | Spell Battery (Mk.5), Upgrade Job Die , Master Artificer |
Starting Package
If you choose Technomancer as your starting Job during Character Creation, gain the following bonuses:
Health Bonus: 10
Mana Bonus: 15
Strain Bonus: 5
Proficiencies: Gain 3 Proficiencies from the following:
Athletics,Knowledge - Astral, Knowledge - Material, Magic, Presence, Sense, Study or Tech.
Resistances: Gain 1 Resistances from the following:
Fortitude or Will.
Starter_Abilities: You gain the following Abilities:
Magical Talent & Obsessive Tinkerer.
Budget: Gain 1 Budget from the following:
Balanced: Personal Budget; 20,000c. Vehicular Budget: 75,000c.
Provisioned: Personal Budget; 30,000c. Vehicular Budget: 50,000c.
Starter Abilities
Magical Talent
“Some people just have it easy. While everyone else is buried in textbooks, burning reagents and blowing their eyebrows off, they wave a hand, mutter a few words and somehow the void just… listens. Whether it's natural talent, an ancient bloodline or years of relentless practice, they've always had a knack for magic that most of us 'normies' can only envy. The worst part is they usually make it look effortless, too. Ask them how they did it and they'll probably shrug, smile and say, 'I just felt it.' Bastards. Living life on easy mode, the lot of 'em.”
Trait.
During Character Creation, you gain a free Rank in one of the following [Masteries]:
- [Alchemy]
- [Animism]
- [Arcana]
- [Lexiturgy]
Alternatively, instead of gaining a free Rank in the above [Masteries], you may choose to gain 2 Abilties from one of them instead, provided you already have the necessary Ranks.
In addition, as you progress your Job Ranks, you gain the following benefits:
Please Note: A Job Rank is the Total of all your Ranks in various Jobs, not just Technomancer.
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.
Trait.
During Character Creation you gain a free rank in one of the following Masteries:
- [Alchemy]
- [Explosives]
- [Fabrication]
- [Mad Science]
Alternatively, instead of gaining a free Rank in the above [Masteries], you may choose to gain 2 Abilties from one of them instead, provided you already have the necessary Ranks.
In addition, you may only ever perform a Check to advance one [Crafting] Ritual, with a [Periodic] Interval, per [Period], but you may do so twice, ignoring the Interval restrictions.
Furthermore, the maximum amount of Projects you can maintain is reduced by 1, to a minimum of 1.
Please Note: You can't increase a [Mastery] above Rank 3 during Character Creation.
Job Abilities
Techno-Organic Feedback
Technomancers don’t treat their cyberware like an add-on, they treat it like bone and blood that just happens to shine. Through runes etched beneath plating, strange diets of mana-rich reagents, ritual upkeep, and an absolute belief and sense of self, they convince both body and spirit that every bolt and circuit is just another living part of them. And the universe listens. Their chrome stops leaking mana the way it does for Chromers; instead, it holds and channels it, as naturally as keratin or cartilage. If mana pools in all living things, hair, scales, talons, then a Technomancer simply asks: why shouldn’t it pool in chrome? And it does, because the body your born isn't your real body, Technomancers know it and so does mana.
Trait.
You reduce the Ward Tax and Mana Tax of any Cyberware you install or have installed by 1.
At Technomancer ranks 3, 5, 7 & 9 you additionally reduce the Ward Tax of any Cyberware you install or have installed by 1, for a Total of 2, 3, 4 & 5, respectively.
At Technomancer ranks 5 & 9 you reduce the Mana Tax of any Cyberware you install or have installed by an additional 1, for a Total of 2 & 3, respectively.
Spell Battery
Among Technomancers, the Spell Battery is more than gear — it’s a rite of passage. Every tech-acolyte builds one, even if half of them never get the damned thing to spark. But the day it finally hums to life? That’s the moment you stop being “some tinkerin’ loser with dreams” and start being a true Technomancer. Functionally, the Battery is a cybernetic reservoir that stores completed spells, not mana. It’s magic bottled and waiting, ready to be unleashed faster than any mage could chant. Which is why seasoned spacers say a little prayer when they realize the chrome-laden figure across the battlefield is a Technomancer: to bring one down, you don’t just drain their mana — you’ve gotta burn through the loaded chamber sitting in their chest, too. Good luck surviving that salvo.
Trait.
You gain an additional [Core] [Cyberware] [Slot], with a [Spell Battery] [Cyberware] installed in it, ignoring all [Costs] and [Taxes]. This doesn't require surgery to install or improve as you have had it installed for some time or installed it yourself, you have only just gotten it to work.
While [Cyberware] can be recovered from defeated [Enemies] and repurposed or sold, a [Technomancers] [Mana Battery] is effectively worthless to anyone accept the individual that made it. You can remove it in the same manner as any other [Cyberware] but it will never function without ranks in the [Technomancer] [Job], nor will it have any [Value], outside of narrative [Value], such for a bounty or sentimental [Value], as [Appropriate].
| Spell Battery | |||||
|---|---|---|---|---|---|
| Archetype | Cyberware | Subtype | Core | ||
| Hardpoint Tax | Ward Tax | Mana Tax | Value | Upkeep | |
| Mk.1 | 1 | 1 | 1 | - | - |
| Mk.2 | 2 | 2 | 1 | - | - |
| Mk.3 | 3 | 3 | 2 | - | - |
| Mk.4 | 4 | 4 | 2 | - | - |
| Mk.5 | 5 | 5 | 3 | - | - |
| Traits | |||||
| Electronic | |||||
| Effects | |||||
| Spell Battery: At the start of the [Period], you nominate a Spell. Once per Encounter, you may cast the nominated [Spell] without spending 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 Encounter, respectively. |
|||||
At [Technomancer] ranks 4, 6, 8 & 10, the [Spell Battery] is updated to Mk. 2, Mk. 3, Mk. 4 & Mk. 5, respectively.
Upgrade Job Die
Trait.
You gain a Job Die. A Job Die is a Bonus Die that is added to Checks, Attacks or Saves that you are Proficient or Resistant in, respectively. Your Job Die is a D4.
If you gain an additional instance of this Ability, and you already have a Job Die, you do not gain another; it is Upgrade instead.
At Technomancer rank 4, 6, 8 & 10, you gain an additional instance of this Ability.
Bonus Proficiency
Trait.
You gain an additional Proficiency. This can be Swagger, Presence, Initiative, Reaction or any Skills.
Please Note: You can select any of the above options, not just the ones listed on the Starting Package, so long as you are not already Proficiency in it.
At Technomancer rank 5, 7 & 9, you gain an additional instance of this Ability.
Counter-Battery
Once a Technomancer’s truly bonded with their Spell Battery, not just installed it but lived with it, they start pulling off tricks that make even a veteran Voker queasy. When a spell gets countered, all that excess mana doesn’t just fizzle into the aether… not for them. Technomancers learn to siphon that backlash, funneling the dispersed energies straight into their Battery. Every duel, every magical exchange, every arcane misfire becomes free fuel. It turns mage-on-mage combat into a nightmare for anyone facing them: while other spellcasters trade technique and finesse, a Technomancer simply drowns you under a rising tide of recharged spellfire. Why out-chant someone when you can just out-shoot them?
Trait.
Whenever you [Counter] a [Spell], you may use your Spell Battery one additional time this Encounter.
Master Artificer
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.
Ritual
You gain the Master Artificer Ability:
*The Skill used for this Ritual is dependent on the particulars of how your invention solves the problem at hand, make sure to discuss your intent with the Players, so you can agree on an Appropriate Skill to use.
Changelog
Version 0.5 - Nov 2025
- Counter-Battery
- Now provides an additional use per successful Counterspell rather than restoring a spent use.
- Master Artificer
- Now a Turn interval rather than Minute.
Version 0.5b - Dec 2025
- Wording updated.
Version 0.5c - June 2026
- Wording updated.
- Starting Health Bonus reduced to 10
- Starting Proficiency list updated to include Athletics and Presence
- Starting Abilities now grant the Magical Talent Ability
- Magical Talent Ability provides free ranks in certain magical Masteries as you gain Job ranks
- 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 1/1/2/2/3 reduced Mana Tax, increased from 0/1/1/2/2
- Counter Battery wording updated to no longer interact with exclusively the Counterspell Action
Version 0.5c - Aug 2026
- Magical Talent Ability wording updated
- Obsessive Tinkerer Ability wording updated
