Technomagery

PROJECT VULCAN

Date of Declassification: June 27th, 2023, by authorization of CEC Command
PROJECT GOAL: The goal of PROJECT VULCAN was the realization of the dream of rapid nano-fabrication of complex objects such as firearms.
PROJECT DETAILS: After it was determined that rapid nano-fabrication of complex objects through nanites alone was an unreachable goal with current nanite technology, PROJECT VULCAN employed members of Homo sapiens magii who were capable of utilizing the Nanite Materialization System in the hope that their unique abilities harnessing spirits could be used to accelerate the nano-fabrication process.  While the goal of achieving rapid nano-fabrication was indeed achieved, there are those in the CEC that regard PROJECT VULCAN as a failure due to the fact that the researchers resorted to such a method.
PROJECT HAPHEAESTUS initiated in response to PROJECT VULCAN’s failure on June 30th, 2023, further details classified EYES ONLY.

 

Technomagery is a variant on High-Power Magic that is only accessible to the select few that combine nanite manipulation with actual magic.  In game terms, this means that the user must have the Magery Training feat and the NMS Training feat.

The main focus of Technomagery is to rapidly materialize complex objects – i.e., ones  with moving parts.  This is accomplished via using magic to accelerate the NMS’s ability to manipulate matter via nanites.  This, however places a strain on the user more so than standard High-Power Magic does, since it also involves taxing the user’s nanite systems in addition to channeling energies.

Technomagery abilities are referred to as “Nanospells.”  Nanospells require the user to succeed on both a Magery and Nanite Control check.

Nonlethal Damage: All nanospells deal nonlethal damage to the caster.  This damage is halved if the spells Magery DC is beaten by 10, and negated completely if beaten by 20.

Overcast: Like incantations, nanospells may be overcast, at the cost of caster’s own health.  The initial grade of Overcasting merely changes the nonlethal damage dealt from casting to lethal damage.  Each grade after that adds an additional die of lethal damage (IE: overcasting an Accelerated Healing to grade 3 deals 3d6 lethal damage to the caster).  However, each grade over Overcast provides a +2 bonus to the Magery check made to cast the nanospell.  This damage is not negated or halved due to a high Magery check result.  Some nanospells provide additional benefits beyond this bonus when overcast.

 

Accelerated Healing

    Action: Standard Action
    Range: 6 squares, plus one square per character level (max range of 30 squares, beyond that the nanites are out of control range)
    Duration: See Text
    Penalty to Caster: 2d4 nonlethal damage, -2 steps on Condition Track for 2 rounds, then -1 Persistent step on track (removable by resting for 8 hours).
    Magery DC: 20
    Nanite Control DC: 20
    Target: One creature
    NMS Reserve Cost: N/A
    This nanospell is similar to the Nanite Transfer Nanite Ability, but it sends a far larger amount of the caster’s nanites into the target, using magic to transport them and allow them to get the needed areas faster.  This takes one round to come into effect, and assuming that the target remains within range of the caster, at the end of the round the target regains a number of hit points equal to the average of the Magery and Nanite Control checks.
    Overcast: Each grade of overcasting adds 10 to the number of hit points restored.

Ammo Rain

    Action: Full-Round Action
    Range: 12-square area centered on you
    Duration: Instantaneous
    Penalty to Caster: 2d8 nonlethal damage
    Magery DC: 25
    Nanite Control DC: 25
    Target: All enemies within 12 squares of you
    NMS Reserve Cost: 2 Units
    Special Requirement: Requires a loaded ranged projectile weapon, shield gauntlets, and 2 NMS External Reserve Tanks (which are destroyed by casting this nanospell, but can be used to provide the 2 NMS Reserve Unit cost).
    You lob several NMS External Reserve Ranks high into the air, utilizing your shield gauntlets to have them achieve a significant enough height.  Then you fire a single shot from your weapon into the tanks, which detonate and rain copies of your shot across the area around you.  Make a single ranged attack roll with your weapon, this attack is made against all enemies within 12 squares of you, and ignores all forms of cover and concealment except total cover.  You do not need to have line of sight to effect any target.  Each enemy that you hit takes the damage from your normal attack with that weapon (roll once and apply to all hit targets) – effects that only apply if you aim or take a similar action do not apply.  Missed targets take half damage.  This is an area-of-effect attack.
    Special: You can spend a Hero point to remove the requirement to have NMS External Reserve Tanks for this nanospell.
    Overcast: Each grade of Overcasting adds an additional 2 units of NMS Reserve Cost and 2 NMS External Reserve Tanks to the nanospell, but for each grade of overcasting you roll the damage an additional time.

Field Repair

    Action: 1 Full Round
    Range: Touch
    Duration: Instantaneous
    Penalty to Caster: 2d8 nonlethal damage, -1 on Condition Track for 1 round
    Magery DC: 15
    Nanite Control DC: 15
    Target: One object or vehicle (up to 2 sizes larger than the caster (Huge for humans, thus drawing the line at ATVUs))
    NMS Reserve Cost: 2 Units
    While one of the principal applications of NMS manipulation is to quickly repair things, this nanospell takes it to the proverbial next level.  This nanospell repairs structural damage to the target, mechanical problems cannot be fixed this way.  This repairs a number of points of damage equal to the average of the Magery and Nanite Control checks.
    Overcast: Each grade of overcasting adds 30 to the damage repaired.  Each grade also consumes an additional 2 Units of NMS Reserves.

BFG

    Action: Standard Action
    Range: Personal
    Duration: (Magery Check Result) x 1 Round
    Penalty to Caster: 2d8 nonlethal damage, -1 on Condition track for the duration.
    Magery DC: 15
    Nanite Control DC: 25
    Target: Personal
    NMS Reserve Cost: 3 Units, See Text
    This nanospell has no assigned name, but it is popularly known as the “BFG Nanospell,” because it essentially assembles a large, fully loaded, anti-personnel machine cannon.  This cannon produces no waste shells, and requires no gunpowder since it uses magic to propel the rounds. It is also not subject to the rules regarding firing autofire weapons in microgravity environments.
    This nanospell conjures a weapon capable of firing flechette anti-personnel rounds at up to 10,000 rounds per minute, with tracers on variable rounds, depending on the needs of the caster. The weapon’s game base statistics are given below, though those statistics are subject to enhancement as follows.
    The basic weapon fires at 1,000 bullets per minute, with no tracers.
    When you use BFG you can choose between the three versions below:

    • Balanced: For every character level you have, you add +500 rounds per minute to the firing rate of the weapon, and one tracer per hundred rounds fired. Stat-wise, this increases the weapon’s damage by +1 per level and gives you a +1 bonus to attack rolls made with it per level.
    • More Bullets: For every character level you have, you add +1000 rounds per minute to the firing rate of the weapon, and one tracer per hundred rounds fired. Stat-wise, this increases the weapon’s damage by +2 per level.
    • More Tracers: For every character level you have, you add 2 tracer rounds per hundred rounds fired. Stat-wise, this gives you a +2 bonus to attack rolls made with the weapon per level.
      Tracers can be set to human eye or thermal visibility at the caster’s preference.

    You are automatically proficient with this weapon.
    For every 5 rounds of active use (read: firing), this nanospell consumes another NMS Reserve Unit for ammunition.  Increasing the firing rate increases the rate at which NMS Reserve Units are used – for every additional 1000 bullets per minute added to the firing rate, the amount of rounds of active use to consume a Reserve Unit is decreased by 1 – when this reaches 1 round it begins to add to the amount of Reserve Units consumed (in fractional amounts).

      BFG – 2d10+6 Piercing Damage, Large Heavy Weapon, Automatic rate of fire, 12 kg weight.  Treat an armored target’s Reflex Defense as 5 lower than it actually is.

    Overcast: No special bonuses beyond the normal +2 to the Magery check.

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