Technomancer

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A mage of another era, the Technomancer uses his remarkable creations to fight in combat, giving him a variety of devastating effects

HP: 30

Defense: 11

Passive Ability: Drone Factory

  • Passively creates a drone on 12+. May have up to 6 drones active at any one time. Technomancer begins the battle with one drone active.
  • Every time the factory fails to create a drone, the roll is reduced by 2.
  • Every time the factory succeeds at creating a drone, the roll increases by 3.
  • Critical Failures cause the roll to increase by 3 without creating a drone.
  • Critical Success causes a drone to be created, and the roll to be unmodified.
  • When six drones are deployed, the technomancer continues to make rolls until they succeed.
    • This drone is in reserve, and is auto-deployed as soon as one is lost.
    • Only one drone can be in reserve at a time.
    • The requirement for a drone continues dropping by 2 each turn, as well.

Passive Ability: Voice Command

The Technomancer may command his drones as spells with a -2 hit penalty, since an enemy can hear what's coming.

Attacks

Name Type Dice Drones Description
Particle Gun Ranged attack 1d6 N/A Fire your custom raygun at the enemy! +2 to hit.
Build Drone Ranged N/A 1 Built Build a drone. May not be used if Drone Factory succeeded this turn.
Come at me, bro! Reaction N/A 1 lost Block an enemy attack with a drone! Use this ability after the hit roll, before damage or effect roll. Roll d20 and see below for results.
AFK Ranged Debuff N/A 3 Used Drones use hypnotic lights to mesmerize an enemy and stun them. A new hit roll is required each turn, with a -2 stacking penalty. Technomancer may do other things while this is active.
Kamikaze! Ranged Attack 1d8 1 lost Send a drone on a suicidal collision! Drone is still lost on a miss.
Do not want! Ranged Buff/Debuff 1d6 2 Used Sets up two drones to create a laser fence to defend an ally or trap an enemy. If the enemy melees the player or moves, they suffer 1d4 damage.
Mah Lazor Ranged Attack 2d10 4 Lost Four drones circle the target and explode, creating a signal that calls down a satellite lazer beam, blasting the enemy. Drones lost even on miss. Target is stunned for one round on hit.
Double Time Ranged Ability,

Special

N/A N/A Triggers the Drone Factory to go on overload, making two drone production attempts per turn, drone roll does not increase. Technomancer's drone limit is lifted while this power is activated. This lasts for 4 turns. Drones are not lost when the power wears off, but you may not continue production over 6. May only be used once per battle.

Drone Recall

Drones may be freely recalled from an attack during the Technomancer's turn. They are not available until the beginning of next turn.

Drone Protection

Roll Effects
1 Your drone hits you instead! Cause either 1d4 extra damage, or increase the binding by one level.
2-5 Drone misses and crashes into the ground. Drone lost!
6-9 Drone misses, but manages not to crash. Drone remains.
10-15 Drone takes most of the attack. Binding reduced by one level, or damage reduced by 1d4, minimum of 1. Drone lost.
16-19 Drone takes the whole attack! Attack is canceled. Drone lost
20 Drone trounces the attacker! Attack is canceled, 1d8 damage dealt to attacker. Drone lost.
  • If an attack is a debuff or other condition, 10+ result causes the attack to be canceled altogether, drone not lost.
  • Cannot be used if the attacker is currently grappling with the technomancer