Path of Technomancy
The newest path to be accepted into the official clan Tremere hierarchy. Path of Technomancy has been around for less than 20 years. It focuses on the control of cell phones, laptops, computers and the like. Its usefulness will only expand as time moves on and technology improves.
The difficulty of all technomancy is based on the security rating of the piece of technology you are trying to affect. Most tech has a security rating of one.
Contents
Powers (Mental - Occult)
⚫ Analyze
Challenge: Mentals (Occult) vs 10 (Security of the technology) Cost: One Blood Duration: Action
Caster spends a blood and touches a piece of technology. He instantly knows how to operate it and how all the controls work. Note:This does not give the caster any passwords or access to restricted areas.
⚫⚫ Jam Tech
Challenge:Mentals (Occult) vs 10 (Security of the technology) or Cost: One Blood Duration: Scene
The caster spends a blood and touches a piece of technology. This technology will cease to function for the scene. This can be used to render firearms inoperable. (The difficulty is equal to size+tagss)
⚫⚫⚫ Upgrade/Downgrade
Challenge:Mentals (Occult) vs 10 (Security of the technology) Cost: One Willpower, One Blood Duration: Scene
Caster touches a device and spends a blood and a Willpower, this will cause the device to have two additional traits (or two less trait) for whatever its primary function is, including weapons and computers.
⚫⚫⚫⚫ Remote Access
Challenge:Mentals (Occult) vs 10 (Security of the technology) Cost:One Blood Duration: Concentration
The Thaumaturge can operate systems remotely as long as he is in the same building with it. Requires line of sight to establish. He also counts as having all the passcodes for a specific device. This does not however render any alarms or notification systems inoperative. Alarms will still go off if in place, firewalls can be breached, but will still notify users of breaches, etc.
⚫⚫⚫⚫⚫ Ghost in the Machine
Challenge:Mentals (Occult) vs 10 (Security of the technology) Cost:One Willpower, One Blood Duration: Concentration, Scene
The caster may psychically inhabit a machine within line of sight. He may possess the machine as per Subsume the Spirit; level five Animalism. Note: This does not imbue any special abilities on the machine, this does however allow the caster to avoid alarms and he may choose to deactivate them. He may also move any moving parts of the machine. If the piece of technology is destroyed while the kindred is still in it, his mind snaps back to his body and he takes 1 Ag. He can use this to possess large items like bulldozers, cranes, Street cleaners etc. He can make attacks with cars using the drive command. They do between 4 and 6 bashing.