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TECHNOMANCER O.C.C.
MAGIC AND TECHNOLOGY
COMBINED TO THE FULLEST

  The Technomancer OCC is a new mystical OCC designed to integrate magic and technology in a different way.  Since these spells can be unbalanced, make sure you note the rather stringent restrictions on the spells and the OCC itself.  Technomancers enjoy technology to the fullest, and use magic to further enhance their use, the design, and the effictiveness of technology.
  The secrets of technomancy are strange, and only a few races seem to be able to wrap their minds around anything where a constant law is: two plus two can equal nine, thirteen, negative thirty-eight point seven, but never four or zero.
  Technomancer's often dress in the clothing of repairmen, the Pre-Rifts Maytag repairman jumpsuit is a current favorite.

  Technomancer Spells are strange and bizzarre, and the Technomancer can only cast those spells that he is equal level of, otherwise, the technomancer will take 1d6 per spell level above the Technomancer's level directly to Hit Points.  The exception to this is the Spells of Legend, which have a seperate requirement and Cost.
  Technomancer Spells
  Technomancer Exclusive Spell Descriptions
 

Race Restrictions: Human and Kankoren only
Psionic Abilities: A minor psionist, mostly developed to assist the Technomancer in his/her work.  Choose four of the following 6 psionic abilites:  Electrokinesis, Mind Block, Night Vision, Pyrokinesis, Speed Reading, or Total Recall. At Third Level, the Technomancer gains the ability of Telemechanics.  At 9th Level, the Technomancer gains the ability of Advanced Telemechanics (see Mindwerks) naturally instead of with psynetics. Base ISP: 1d4xME  + 1d4 per level  As a minor psionic, the Technomancer saves versus psionics at 12.
Magic Power:  Initail spell knowledge consists of 4 first level spells in the technomancer listing, but no real knowledge of ley lines, ley line nexuses, or normal magic.  Primarily technological based, the technomancer has his psionic, skills, and magic powers, the technomancer has a solid understanding of technology and how bioelectric and electric fields interact and work.  The Technomancer is not the master of spells like so many other mage O.C.C.'s, but instead is a master of technology, the equal to many engineers.  Spell Restrictions: Applicable only to the Technomancer OCC, with the exception of the spells listed as being from the Basic Book, no other mages understand the spells, nor can they use them.  Learning New Spells: Upon gaining a new level, the Technomancer must study advanced theory books and have access to a computer for 1 week for each spell to be researched, or spend 2 weeks working on alien technology, 4 weeks working on standard technology.  Magic Bonuses:  +2 to save versus Horror Factor (+5 if it is technology based, ie: Mechaniods), +1 to save versus magic at levels 3,7,10,13; +1 to spell power at levels 4,8 & 12 when targeted against non-mechanical, +1 at levels 2,4,6,8,10,12,14 against mechanical based or machinery.
PPE: 1d4xI.Q.  +2d4 each level.    Technomancer's are unable to draw their PPE from ley lines, ley line nexuses, death release, or mystical items, but instead, must rely on their own bodies electrical generation or draining power from artifacts of technology.  Technomancers regenerate 1d4 per level worth the PPE per hour when resting, but only 1d4 per hour when active, this includes working on vehicles, casting spells, basically, anything less than bedrest.  They must use their spells to drain the electricity from electrical devices, or take the damage listed under the draining spell of the various power sources.
Prerequisites:  IQ-15; ME-12; PP-11; PE-13

OCC SKILLS
Radio, Basic (+25%)
Radio, Scrambler (+20%)
Electronic Countermeasures (See Coalition War Book)
Basic Electronics (+25%)
Computer Repair (+15%)
Electrical Engineer (+10%)
Robot Electronics (+15%)
Mechanical Engineering (+15%)
Robot Mechanics (+10%)
Weapons Engineering (+15%)
Medical Doctor (-10%)
Medical Doctor of Cybernetics (+10%)
Medical Doctor of Bionics (+5%)
Pathology (-5%)
Radar/Sensor  Operations (+5%) (See Coalition War)
Read Sensor Equipment (+10%)
Weapon Systems (+15%)
Biology (-10%)
Chemistry (+15%)
Advanced Chemistry (+10%)
Math, Basic (+25%)
Math, Advanced (+20%)
Nuclear Mechanics (NEW)
Computer Operation (+10%)
Computer Programming (+15%)
Computer Engineering (+15%) NEW!!!
Literacy (Amerikan or Italian) at 90%
3 WP of Choice
Hand to Hand-None, must be paid for out of Secondary Skills Basic will cost one, Expert will cost two, Martial Art, Assassin and Commando are not available to this class.

O.C.C. Related Select 8 skills from the the catagories listed below, five must be taken as some kind of technical skill (Ie: TV/Video, Aircraft Mechanics, Computer Hacking, ect...)  Plus, select two additional skills upon reaching three, and one additional skill at reaching levels 6, 9, 12 and 14.
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+20%)
Espionage: Any (-10%)
Mechanical: Any (+25%)
Medical: Field Surgery, First Aid or mechanical/engineering Medical Skills only
Military: Any (NBC Warfare at +10%)
Physical: Swimming, climbing, prowl, running only
Pilot: Any (+10%)
Pilot Related: Any
Roque: Any
Science: Any but Botany, Anthropology and Archeology
Technical: Any (+25%) but Art and Lore
WP: Any
Wilderness: Any (-15%)

Secondary Skills:
The character gets 4 secondary skills at level one, and one additional upon reaching levels: three, seven, ten and thirteen/  THese are additional areas of knowledge that do not get the advantage of the bonus listed in OCC Related, and start at the base skill level.  Also, skills are limited to what can be taken in the OCC Related list.

Standard Equipment:  Portable tool kit with an electric screwdriver and additional interchangeable heads, wrenches, ect; large tool kit; soldering iron; Wilk's Laser Torch; roll of duct tape; pen flashlight; large flashlight; oen dozen flares; 200 feet (60 meters) of plastic rope, a couple knives, notebook, portable disc recorder, partable language translator, pretective goggles, work gloves, one pair of thin doctor's gloves, IRMSS kit (human) with two refills, Nanobot Repair Kit with three refills, RRK (robotic repair kit), six technical college books, five log books, three technical manuals, and similiar basic tools of the trade.
  More expensive tools will have to be purchased later, with the expection of the Wilk's PC 2020 computer (New West)

  Weapons: Select two military grade (read MDC) weapons with two reloads worth the ammo, an SMG, a pistol and an SDC rifle with 2 clips normal rounds, one clip silver rounds, one clip of cherry wood rounds.

  Vehicles can be any type of non-magical vehicles, including military vehicles, but not a behemoth explorer or any vehicle costing more than 5 MCr or cannot be bought off of the Black Market.

  Armor will be a basic suit of armor, usually patchwork, with a total MDC of 75.

Money:  The Technomancer will have very little in the way of credits, since most of it goes into bying manuals and tools.  1d6x100 Credits, 1d6x1000 in Black Market items or chits.

Cybernetics:  Unlike most mages, the technomancer can handle minor adjustments, such as cybernetic eyes, Ultra-Ears, universal headjacks, ect, as long as no major meat is removed.  Anything qualifying as partial conversion, or needing bionics, cannot be used without the correct spells.

  In addition to the above, technomancers seem to have something special about them when it comes to mechanical objects.  Once (s)he works on a vehicle, whether or not spells are used, there is a 10% chance (cumalitive) that the vehicle will become addicted to the presence of the technomancer, and get lonely for him (her) wanting to see them.  Every week, the vehicle or equipment will have one problem requiring the attention of the technomancer (no other mechanic will be able to diagnose the problem).  (Much like the power out of either Road Hogs or After the Bomb <I can't remember which one> for the repairman OCC)