The Path of Technomancy
The newest path to be accepted by the Tremere hierarchy as part of the clan's official body of knowledge, the Path of Technomancy is a relatively recent innovation. It was developed in the latter half of the 20th century, and has not yet spread far beyond the North American Pontifices. The path focuses on the control of electronic devices, from wristwatches to computers, and its proponents maintain that it is a prime example of the versatility of Thaumaturgy with regards to a changing world. More conservative Tremere state that mixing Tremere magic with mortal science borders on treason or even blasphemy, and some European Regents have gone so far as to declare knowledge of Technomancy grounds for expulsion from their chantries. The Inner Council did approve the introduction of the path into the clan's grimoires, but has yet to voice any opinion on the conservative opposition to Technomancy.
Level 1
Analyze
Mortals are constantly
developing new innovations, and any vampire who would work Technomancy
must be able to understand that upon which he practices his magic. The
most basic power of this path allows the Tremere to project his perception
into a device, granting him a temporary understanding of its purpose, the
principles of its functioning and its means of operation. This does not
grant permanent knowledge, only a momentary flash of insight that fades
within minutes.
System: A character must
touch the device in order to apply this power. The number of successes
rolled determines how well the character understands this particular piece
of equipment. One success allows a basic knowledge (on/off and simple functions),
while three successes grant competence in operating the device, and five
successes show the character the full range of the devices potential. The
knowledge lasts for a number of minutes equal to the character's Intelligence.
This power can also be
used to understand a non-physical technological innovation -- in other
words, a new piece of computer software -- at a + 2 difficulty. The character
must touch the computer on which the software is installed -- simply holding
the CD-ROM isn't enough.
Level 2
Burnout
It is usually easier to
destroy than to create, and sensitive electronics are no exception to this
rule. Burnout is used to cause a device's power supply, either internal
or external, to surge, damaging or destroying the target. Burnout cannot
be used to directly injure another individual, although the sudden destruction
of a pacemaker or a car's fuel injection control chip can create a definite
health hazard.
System: A character can use this power at a range of up to ten times her Willpower in yards, although a + 1 difficulty is applied if she is not touching the target item. The number of successes determines the extent of damage.
1 success: Momentary interruption of operation (one turn), but no permanent damage.
2 successes: Significant loss of function; + 1 difficulty to use using the device for the rest of the scene
3 successes: The device breaks and is inoperable until repaired
4 successes: Even after repairs, the device's capabilities are diminished (permanent + 1 difficulty to use)
5 successes: The equipment is a total write-off; completely unsalvageable
Large enough systems, such
as mainframe computers or passenger aircraft, impose a + 2 to + 4 difficulty
(at the Storyteller's discretion) to affect with this power. Additionally,
some systems, such as military and banking computers, may be hardened against
power surges and spikes, and thus possess one to five dice (Again, at the
Storyteller's discretion) to roll to resist this power. Each success on
this roll (difficulty 6) takes away one success from the Thaumaturgy roll.
Burnout may be used to
destroy electronic data storage, in which case three successes destroy
all information on the target item and five erase it beyond any hope of
non-magical repair.
Level 3
Encrypt/Decrypt
Electronic security is
a paramount concern of the government and corporations alike. Those Tremere
who are techno-savyy enough to understand the issues at stake have become
quite enamored of this power, which allows the thaumaturge to scramble
a device's controls mystically, making it inaccessible to anyone but him.
Encrypt/Decrypt also works on electronic media; a videotape under the influence
of this power displays just snow and static if played back without the
owner's approval.
System: The character touches
the device or data container that he wishes to encrypt. The player rolls
normally. The number of successes scored is applied as a difficulty modifier
for anyone who attempts to use the protected equipment or access the scrambled
information without the assistance of the character. The thaumaturge
can dispel the effect at any time by touching the target item; this countermanding
costs a point of Willpower.
This power may also be
used to counter another thaumaturge's use of Encrypt/Decrypt. The player
rolls at + 1 difficulty; each success negates one of the "owners."
The effects of Encrypt/Decrypt
last for a number of weeks equal to the character's permanent Willpower
rating.
Level 4
Remote Access
With this power, a skilled
thaumaturge can bypass the need for physical contact to operate a device.
This is not a form of telekinesis; the vampire doesn't manipulate the item's
controls, but rather touches it directly with the power of his mind.
System: This power may be
used on any electronic device within the character's line of sight. The
number of successes rolled are the maximum number of dice from any relevant
Ability that the character may use while remotely controlling the device.
For instance, if James has Computer 5 and scores three successes when using
Remote Access on an automated teller machine, he can only apply three dots
of his computer rating to any rolls that he makes through any use the power.
Remote Access lasts for a number of turns equal to the number of successes
rolled, and can only be used on one item at a time.
If an item is destroyed
while under the use of Remote Access, the character takes five dice of
bashing damage due to the shock of having his perceptions rudely shunted
back into his own body.
Level 5
Telecommute
A progressive derivation
of Remote Access, Telecommute allows a thaumaturge to project her consciousness
into global telecommunication network, sending her mind through satellite
uplinks and ISDN lines and fiber-optic phone cables at the speed of light.
While immersed in the network, she can use any other Technomancy power
on the devices with which she makes contact.
System: The character touches any form of communications device: a cell phone, network card-equipped computer, fax machine, or anything that is connected directly or indirectly to the global network. The player rolls normal and spends a Willpower point. Telecommute lasts for five minutes per successes scored, and may be extended 10 minutes with the expenditure of another Willpower point. The number of successes determines the maximum range that the character can project her consciousness away from her body.
1 success: 25 miles
2 successes: 250 miles
3 successes: 1000 miles
4 successes: 5000 miles
5 successes: Anywhere in the world, including telecommunication satellites
While in the network, the
character can apply any other Path of Technomancy power to any device or
data with which she comes in contact. A loss of connection, usually through
the shutdown or destruction of a part of the network through which the
character's connection runs, hurls her consciousness back to her body and
inflicts eight dice of bashing damage.
A character traveling through
the Internet by means of this power can use her Path of Technomancy powers
at normal difficulty. Using any other Abilities or powers while engaged
thus is done at a + 2 difficulty. Furthermore, there are other denizens
of the Internet who may not take kindly to Tremere intrusion, and who may
well take steps to remove the riffraff from their electronic's doorsteps.