The Archon's page

Organized Play Member. 3 posts (7 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters.


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Santobon wrote:

Can a technomancer use another technomancers (Whether they are alive/dead) spell cache?

This is assuming their spell cache is handheld and not a tattoo/body-mod

I have a player (Level 2 technomancer) who has been taking spell caches, from alive/dead enemies. Now he hasn’t done anything with them nor asked me. But I have the feeling he wants to use them to cast 1 spell he knows per spell cache per day.

To cover my base, I did some digging in the books and couldn’t find anything that limits you from using another technomancers spell cache.

My hot take is:
From a gameplay stance: It is very clever, but I’d say he can’t do it, that would really throw the balance of the game out whack.

From an in-game lore stance: I’d say he can’t do it because everyone’s spell cache is made by the caster and is thus unique. The spell cache has a faint techno-magic aura that is specific to the creator (Think of it like your DNA/fingerprint). Because of that, it won’t active unless the creator uses it.

What are your thoughts?

Personally I think this is a pretty cool plan. But I do agree that if he is expecting a spell per day from another cache it would make it way too powerful. However, I would let a person take a spell cache to expand their spells known a-la wizard. Probably with a dc engineering/computers check to unlock the cache. Or you could base the check on the spell levels they are trying to decrypt and put a timer on how often they can retry. Perhaps:

Computers/engineer DC 20+min caster spell level once a day. (Eg for level 2 technomancer spells the dc would be 20+4)

Just like wizards in 5e or Pathfinder 1e you could also have a cost and time associated with transferring the spells over to the player's cache. You know X credits for a memory upgrade for the cache, X hours transferring the encrypted data. Or another DC check for mysticism for the player to understand and transfer the spell.


Steve Geddes wrote:
The Archon wrote:

I just started a game and I wanted to use the crit fumble/hit decks.

But rather than replace the crit effect on weapons I have them automatically trigger on a crit and a card gets pulled and added to any crit effects on a confirmation roll. Does this result in crazy damage? Yes, but that just makes it more fun.

Fumble cards are pulled on every nat 1 for attacks.

That’s swingy. ;)

The crazy damage is kind of offset by the awful fumbles though, so your approach seems reasonably balanced to me. Just a bit wild (especially at low level!)

Yep, and I'm a pretty new GM so I was worried about throwing something at them early on that they just couldn't handle. But, since I'm running a custom universe I just threw in cloning with the following consequences:

Each time someone is cloned they suffer Int. damage according to the following equation:

1d[times cloned] Int. damage

In addition after being cloned 5 times they begin to suffer permanent Int. damage (not recoverable in any way)

1d[times cloned-5] Int. score reduced


I just started a game and I wanted to use the crit fumble/hit decks.

But rather than replace the crit effect on weapons I have them automatically trigger on a crit and a card gets pulled and added to any crit effects on a confirmation roll. Does this result in crazy damage? Yes, but that just makes it more fun.

Fumble cards are pulled on every nat 1 for attacks.