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Special Campaign Information

  • Who Are We In The Setting?
  • Additional Skills In Quartermain
  • Free Everyman Skills List
  • Special Physics Notes
  • Team Specialist Packages
  • Special Notes From The GM
  • Humans, Deltas & Alien Packages
  • Template For Alien Cultures
  • World of Quartermain
  • Alternative Campaigns
  • Galactic Religions
  • Laws, Rules & Regulations
  • Q-Corps of Importance
  • Unusual Flora & Fauna
  • Technomages & Technomancy

    The Technomages are one of the more unusual societies hidden among the worlds, with roots that go back into the shadowy mists of pre-history. Their origins are unknown, but there are those that say that they are the descendants or claiments on the legacy of ancient workers of True Magick and others who say they are simply a modern version of stage magicians and other practioners of illusion and deception. Both are true. Neither is complete, and none of those who practice the arts of Technomancy in Quartermain are likely to know the complete truth, as it is hidden away even from their own eyes.

    Technomages (also known as Technomancers or Magicians) can come from a wide range of backgrounds and races (only the Ivka, Joad, Q'Coatl, Serog, and Zeck have no Techomages as no one will teach them).

    Technomages use a large amount of devices to produce their effects, and those devices are, in game terms, usually foci that conceal their abilities by looking like something else, or are disguised by being surrounded by many similar items that do nothing but look decorative but instead are camoflauge.

    The Common Skills of Technomancers:
    Most Technomages should have the following skills, as they are included in their basic training:

    Acting (PRE)
    Bugging (INT)
    Computer Programming (INT)
    Concealment (INT)
    Conversation (PRE)
    Deduction (INT)
    Persuasion (PRE)
    Security Systems (INT)
    Sleight Of Hand (DEX)
    Stealth (DEX)
    Technomagic (INT)
    Useful Supplemental Skills They Might Have:
    Acrobatics (DEX)
    Contortionist (DEX)
    Cramming
    Cryptography (INT)
    Disguise (INT)
    Electronics (INT)
    Gambling (INT)
    High Society (PRE)
    Interrogation (PRE)
    Inventor (INT)
    Lipreading (INT)
    Lockpicking (DEX)
    Mechanics (INT)
    Mimicry (INT)
    Oratory (PRE)
    Seduction (PRE)
    Shadowing (INT)
    Streetwise (PRE)
    Systems Operation (INT)
    Ventriloquism (INT)

    The Technomancer Code

    Also known as the Magician's Code of Honor, it is often expressed in a variety of ways. The Best Known shorthand is:
    To Dare
    To Learn
    To Preserve
    To Will
    To Defend
    To Improve
    and To Keep Silent Unto Death

    Basically it is a code to preserve their knowledge without letting it fall willingly into the hands of outsiders (To Keep Silent). To carry on a progression of teaching thru a simple apprenticeship method (To Preserve). To police themselves and their own actions as outsiders will see all magicians as if one, so that the dishonor or death of one is a loss to all (To Defend). To seek to push the boundaries of knowledge, always progressing further in understanding of the universe (To Dare & To Learn). And to use the knowledge for the betterment of themselves, magicians in general, and outsiders who do not pose a threat unto magicians or the future of the universe. (To Improve). To act as their own personal ethics and beliefs inspire on using the knowledge (To Dare). The order of the code varies in regards to who teaches it and their own philosophy additions may expand it, but the basic premise remains the same.

    Although all must swear to some version of the code, the parts that are directly enforced upon them varies from place to place, but the rule of Secrecy is enforced by the powerful higher members of the society, known as Wardens of the Towers. These beings are said to have the power of life and death, and the ability to strip a Technomage of all their power and knowledge if they breach the code. Fear of these hidden and powerful enforcers within the society is what keeps it free of those who would join simply to steal it's technological secrets to sell to governments or Q-Corps.

    Besides Magicians, Apprentices, and the Wardens, there are the Ratna. Ratna are specially chosen individuals who act as assistance, confidants, aids, shills and accomplices knowingly to the plans of a magician. Some are actually Apprenctices who lacked the patience of the training necessary to become a magician, others are espers who provide the magicians additional information that cannot be acquired purely by technology, and some are quite normal people who have been augmented by Technomagic to serve certain purposes (such as to distract or carry out specific 'tricks' or functions). Ratna, like magicians and apprentices, are sworn to the code, with an additional clause "To Serve" and thus an added psychological trait of Loyalty to the Magician they work with. Ratna, in game mechanics, are always bought as Allies.


    Legal Notice:

    Guardians of Quartermain is an outline of an unofficial science fiction setting for DOJ, Inc.ís Hero Systemô 5th Edition (ISBN 1-58366-000-3). It requires the use of the Hero Systemô 5th Edition rule book. It is not in any way authorized by DOJ, Inc. nor is it intended to in any way infringe on their copyrights or trademarks. Contents are Copyright 2002 by Joseph Teller & Kiralee McCauley. Permission is granted for all non-commercial usage and duplication, in part or in full. All other usage requires written permission by the authors.


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