Alpha 1.1
Techno
Technos stand as the epitome of innovation and intellect. These masters of cybernetic enhancement and arcane engineering wield devices that merge magic with machinery, creating a symphony of technological marvels.
Alpha 1.1
Technos stand as the epitome of innovation and intellect. These masters of cybernetic enhancement and arcane engineering wield devices that merge magic with machinery, creating a symphony of technological marvels.
1st - Action - Glean - 6 Spaces
The Techno releases a burst of disruptive energy into an enemy's arcanotech or the synaptic pathways in their brain.
Choose a foe within range. They must succeed on a contested Glean check or take half escalation damage. Additionally, the foe suffers disadvantage on their next Glean check made before the end of your next turn.
1st - Passive - Glean - Self
The Techno utilizes a holographic interface to interact with and control devices.
Whenever you make a Glean check to interface with technology, you do so with advantage.
2nd - Two Actions - Glean - 12 Spaces
The Techno uploads a debilitating virus into the target’s system.
Choose a target within range. They must succeed on a contested Glean check. On a failure. for the duration of this power, the target is at a disadvantage on all Glean checks and takes half escalation damage whenever they fail a Glean check. You can sustain this power on subsequent rounds for 1 Action.
2nd - Reaction - Varies - Self
The Technos' cybernetic enhancements improve their physical abilities.
Whenever you need to make an Endure or Navigate check, you can roll your Glean die as a reaction instead. Decrease your Glean die by 1.
2nd - Reaction - Varies - Self
The Techno disrupts the system with a surge of arcanotech energy.
When a foe within 6 spaces activates arcanotech or a Techno power, you can use this reaction to make a contested Glean check against the foe. If the foe fails, the device or power does not activated and is wasted.
3rd - Passive - Glean - Self
Techno's expertise in hacking systems allows him to remotely hack into technology.
When making a Glean check to interface with technology, you can do so from a range up to the maximum value of your current Glean die.
4th - Action - Glean - 6 Spaces
The Hacker delivers a precise neural attack, slowing the target's body
Choose a creature within range. The target must make a contested Glean check against your Glean die. If they fail, they suffer escalation damage, and their speed is reduced by half until the end of their next turn.
4th - Passive - Glean - Self
The Techno is able to infiltrate systems without leaving a trace.
Any Glean check a foe makes to track or trace your interfaces with technology are made at disadvantage.
5th - Two Actions - Glean - Melee
The Techno sends out energy waves that can completely shut down systems and incapacitate foes.
Choose a creature within range. They must succeed on a contested Glean check or lose one Action on their next turn. This power can not be used on foes with the Solo Trait.
5th - Passive - Glean - Self
The Techno has become an unparalleled hacker, capable of manipulating even the most secure systems at their whim.
Whenever you make a Glean check as part of a Techno Power you do so with advantage.