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Technomancer

The brains behind the mana. These individuals can manipulate mana in a way to control, hack and destroy technologies. They are able to reach out with their minds (20m), they can see through, listen, or even damage targets from afar, so long as they have had contact with a specific form of technology.

 

These individuals may have up to 2 schools of magic.

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Note If the Technomancer is hacking into a system, they leave behind mana residue or DNA (Kinda like an IP address from a device) and are able to be tracked that way. Also Technomancers draw from their living mana source, THEREFORE prolong exposers to hacking into a system or device leaves the Technomancers drained.

 

Abilities:

(You may use all of these abilities based on your AP allowance per rank. See Table 1 on classes page.)

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EMP: As a standard attack roll, the Technomancer can send out a burst of energy into different technologies to stun up to 3 targets for 2 rounds of combat. While stunned, the targets cannot make an escape or attack attempt.

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Mana Tech: As a non-attack action, the Technomancer can heal themselves or an ally for +2 HP.

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Cyberwarfare: As a standard attack roll, the Technomancer can target 5 targets for an AOE attack for -1 HP.

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© 2135(2016) by Neonosa City RPG. Proudly created with Wix.com

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This is an original creation and cannot be duplicated.Neonosa City is not based on any previously created movie, tv series, novel, or any other media. Neonosa City is a ficional RPG based sim in Second Life.

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Disclaimer:

Neonosa City Roleplay Sim claims no rights to any images on this website. Images are from unknown creators. Photographs of inworld created by various members of Neonosa City RPG Roleplay sim  and other members in Second life. If author known, it is listed.

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