Any sufficiently advanced technology is indistinguishable from magic.— Arthur C. Clarke
We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocation of equations. These are the tools we employ, and we know many things.— Elric the Technomage in Babylon 5 (J Michael Straczynski)
Science can amuse and fascinate us all, but it is engineering that changes the world.— Isaac Asimov
Technomancy, "technology magic," is the fusion of magic and technology. Many believe that Technomancy is a new form of
Literomancy. People think of cyberpunk AI, coding, and robots. These are all, indeed, a part of it. But Technomancy is, in fact, much older. Literally, it is as old as the
Dinosaurs.
Manifestation
When the first sapient beings thought of how to use fire to warm their bodies or cook food, Technomancy was born. Most people think they have at least a basic grasp of physics. Technomancers know its mysteries are so much deeper, and the reason they can do things that others cannot is simply that they grasp a spark of that deeper understanding.
Other
Literomancers often confuse them. At best, Technomancers tend to look on their fellow mages with wary indulgence. Other literomancers don't have the foggiest notion of the forces they are messing with, but isn't it cute how they make it all work somehow, anyway! At worst, they view other literomancers as being something like drunken lunatics or hyperactive toddlers, and they try to keep a careful eye on them to make sure they don't stick a fork into a light socket.
If you want to toss Glitter around, do it at The Warren — not here.
To a Technomancer, there is no difference between physics and magic. Quantum entanglement is a sorcery they discovered millennia ago. "The mundanes" will discover all magical laws in time, and Technomancers view each new such discovery with a combination of happy excitement, and deep concern for the consequences.
Regardless of their field, most Technomancers can be recognized by their overpowered programmable calculators, and they usually have at least one set of building blocks in a complicated configuration on their desks. They often present as a strange combination of the more cerebrally-oriented engineers the modern world is familiar with, and the mad inventors and tinkerers of popular fiction.
We have magic. We don't need spreadsheets and CADs.
We might be wearing top hats and goggles, too.— Tongue-in-cheek humour from
King Bob that might be semi-serious
Technomancy in action usually looks like advanced technology. Robots, cybernetic limbs, and complex machines are not uncommon. Sometimes, it looks like something out of anime or a steampunk novel. Often, it is incredibly subtle, with minor shifts in momentum causing sudden, devastating effects, or everything happening unseen in the digital space. Other effects include the crackle of electricity, buzzing or clanking, holographic projections, steam, the scent of ozone, or eerie LED, fluorescent, or neon light.
Technomantic Law
The Law of Technomancy
Magic is Power.
Corollary of Reality
Physics is Magic.
Corollary of Elemental Properties
Everything contains magic inherent in its natural properties.
Corollary of Structure
Changing the structure of a material changes its properties.
Corollary of Compounding
Blending elements combines and blends their properties.
Corollary of Energy
What most people call "energy" is, in fact, magical potential.
Corollary of Energetic Conversion
Any form of energy may be converted into any other form of energy.
Corollary of Energetic Conservation
Energy cannot be created or destroyed; it can only be transformed or transferred from one form to another.
Corollary of Energetic Containment
All energy can be dangerous, and it must be safely contained according to its properties.
Most materials contain their energy adequately. Others... need help.
Corollary of Backups
Two is one, and one is none.
Corollary of Engineering
If it works, there's a reason. If it doesn't, there's a reason.
Corollary of Tech Support
Failure is most likely in the power source. If it isn't, it is most likely a PEBKAC error.
Corollary of Balance
Everything you put in has to come out somewhere.
Areas and Types
Above all, Technomancers are Engineers. They are concerned with the creative application of science, mathematics, and empirical evidence to design, build, and maintain machines, structures, systems, and processes. Therefore, they tend to think of their magic as different fields of engineering.
Literomancy Levels
Minimum level needed is listed before the ability/spell. Variations are listed below.
| Symbol | Level + Description |
|---|
| | Beginner: Anyone may learn this ability. Similar to a cantrip or low level spell. |
| | Advanced : Achieved after study and practice. If the mage is from outside the originating House or group of this magic type, they need to train under a Master of this magic school from the originating House or group. (If the power is shared between Literomantic schools, the Literomancer trains under one of the appropriate House's/Group's Masters for that area.) In other words, please talk with the House or group that is known for that type of magic. |
| | Master: Achieved after considerable study and practice, usually after tutelage under a Master. A Master may be a member of another House or group. |
| | Reserved: Epic level aspect, reserved ability. This is usually reserved for an individual player, House, or group. |
Technomancy Sharing Key
Minimum level needed is listed before the ability/spell. Variations are listed below.
shared with Geomancy
shared with Cosmomancy
shared with Aeromancy
Mechanomancy
Mechanomancy, otherwise known as Mechanical Engineering, is concerned with the design and operation of machines, thermodynamics, and mechanical systems. Basically, if it has moving parts, it's probably Mechanomancy.
Mechanomancers are sometimes called the "grease monkeys" by other Technomancers. They are recognized by their grease-stained clothing, toolboxes, and wrenches.
Household Robot
Allows the Mechanomancer to build a robot by tinkering with common household appliances and devices. Raptor Captain Dazzlikat built Sir Trashy from a common office trash compactor, and her ubiquitous security drones from small appliances. In an excellent example of how Technomancy eventually becomes accepted mundane engineering, a variant of this was used by soldiers in the War in Ukraine to create tactical explosive drones from the common camera drones sold at retail outlets. Progression in this power results in more sophisticated robots built from what seem initially to be simple electronics.
Swiss Army Vehicle
The Mechanomancer can build a vehicle that can handle a variety of situations and environments. While the vehicle is usually intended to traverse one type of terrain or another, the Mechanomancer borrows from various transforming robot ideas, and the vehicle can then reconfigure itself to handle dramatically different types of terrain from the original intention. This can take a variety of forms, as the problems presented by a different environment are often unique to the initial vehicle design. Examples include Jungle Bike, the Bunnymech, and the Rave Train.
Advanced practitioners can also arm the vehicle for combat in all of the given situations.
Masters can include dramatic shifts of environment in the design. Examples might include allowing said vehicles to turn into supersonic jets or spacecraft intended for intrasolar travel.
Dinotech
The Mechanomancer can work with nanotechnology in the form of Dinotech, an ancient technology from the Paleozoic Era that has been rediscovered by House Sauropoda. These are self-replicating nanobots that can be given a directive, and then use processing along similar lines to modern AI capabilities in order to figure out how to do it. There are numerous medical and practical applications. An Advanced practitioner can create enough Dinotech nanobots to solve a specific problem before burning themselves out, such as destroying cancer cells in a given organism, or allowing a Mechanomancer to track someone infected with them for a limited duration. However, this is only Mechanomancy insofar as creating the nanobots, and determining what materials they will use to replicate themselves. For specific programming, a Calculomancy power is required.
Masters are capable of building enough Dinotech nanobots to create Dinotech Prosthetics. These limb and organ replacements are considerably more flexible than normal prostheses, attach themselves to the amputee's body, and are directed by, and attuned specifically to, the recipient's own nervous system. As a result, they also provide a degree of tactile, pressure, and temperature sensation. They are as durable as their materials dictate (metal alloys, ceramics, etc.), and are even capable of some level of self-repair. They are not, however, as naturally resilient as the lost limb or organ, and require periodic tune-up and repair by a qualified Mechanomancer.
Some Mechanomancers have successfully built whole mechanized suits of power armour, or even entire robots, in the past — or so the rumours say.
If this sounds to science fiction readers like it could create all sorts of potential issues, or be used for nefarious purposes, they would be right — and less scrupulous Technomancers have done exactly that in the past. These days, laws enforced by The Council of the Great Houses, and other international treaties, require Technomancers to claim personal responsibility for any Dinotech known to exist, and they will be held legally responsible for anything the nanobots do. Any Dinotech that is not claimed, and managed, by a Technomancer is eradicated.
Dinotech is a "seed technology" that makes many other Technomantic wonders possible, however. Like any technology, much depends on its application.
Flight Suit
The Mechanomancer is capable of building a personal flight apparatus. There are many different ways to do this, but regardless of the approach, the result is some device — flight suit, jet pack, metal wings, hover-shoes, etc. — that allows a single person to fly at up to modern aircraft speeds. This system also naturally compensates for all the various factors that make this technology challenging for more mundane engineers: inertia, stabilization, air pressure, etc. Building a sealed suit of some kind is necessary to compensate for lack of oxygen, however.
Masters can build a suit that can handle both the speeds necessary, and the conditions, for short interplanetary excursions (ie. the Moon, possibly Mars).
Is it possible to handle interstellar flight? Well, it hasn't been done yet... that we know of...
Literomantic Infusion Tech
Allows the Mechanomancer to build devices that utilize the user's own literomantic energy to make them run faster, stronger, and better for their intended purpose. The pioneer technology for this was Princess ShyRedFox's literomantic keyboards, developed for The Fourth Word War. She rigged a 3D printer and channeled energy into the machine to print powerful keyboards to speed literomantic wording for the war effort. Using one's own energy for this technique has limits. But Shy is willing to teach any who wish to learn.
Civilomancy
Civilomancy, or Civil Engineering, is one of the most important Technomantic fields, but is often the least pursued, because it has a less-than-glamourous vibe. But the design, construction, and maintenance of the physical environment, making use of such structures as roads, bridges, dams, and buildings, is the foundation of how a nation is run. These are the people who make the
Literomantic infrastructure that keeps the Protectorates functioning.
Civilomancers are sometimes known as the "(busy) beavers" among other Technomancers because of their focus on construction, practicality, and infrastructure. They are recognized by their down-to-earth presentation and attitude, and many drafting supplies. Often, after working on a project, they are spotted with dust or other detritus of their work environment.
Literomantic Construction
The Civilomancer can construct a structure through the use of magic. The structure assembles itself according to the Civilomancer's will, although a clear draft, or a clear set of instructions, are necessary to make it work. Lack of clarity may result in defects or even structural failure. Requires the prior assembly of anticipated necessary parts and materials in a single location, although secondary construction elements, such as cranes, are not required. (Shared with Geomancy — See Known Variants in Other Houses.) Beginners can construct human-sized structures, such as a statue, a walking bridge over a creek, a well, or a small room.
Advanced practitioners can construct an average-sized house or simple road bridge.
Masters can construct large bridges and big buildings, such as skyscrapers, shopping malls, large cavern-spanning bridges, or military complexes.
Some epic casters can construct entire towns, railroads, or highway systems.
Literomantic power cost is dependent on size and complexity of the structure, and it is possible for larger structures or systems of structures to be built by even Advanced practitioners if this is approached as a group ritual, as opposed to the work of a single caster. Someone with appropriate understanding of the structure must still serve as the "Project Head," however.
Structural Stabilization
A separate ability from Literomantic Construction, Structural Stabilization allows the Civilomancer to shore up the infrastructure that supports a structure. Tunnels will be reinforced, road and rail lines will be redirected so as to not disturb fault lines, bridges will be supported on more solid ground, buildings will be shielded against earthquakes. As with Literomantic Construction, progressively larger and more complex structures can be supported with progression in the practice and a greater literomantic energy cost. (Shared with Geomancy.)
Portal
The Civilomancer may build a literomantic portal, allowing teleportation between one location and another location. This is a permanent structure that anyone may use unless additional safeguards, wards, or conditions are interwoven into the enchantment or added later. (Shared with Cosmomancy, and Geomancers and Aquamancers have their own versions in Henge Magic and Whirlpools.) Advanced practitioners can create portals that teleport directly between two locations within the same city or geographic area.
Masters can create Transcontinental Portals.
A few rare casters may be capable of creating multiple, interconnected portal systems. It is rumoured that it is possible to create portals between planets, or even realities, as well.
Doing this as a cooperative ritual increases potential size, distance, and complexity.
The larger or more complex the structure, or the greater distance the teleportation effect spans, the higher the literomantic power cost.
Renovations
A structure can be literomantically altered without collapsing it. As with Literomantic Construction, necessary materials and parts must be assembled in a single, nearby location to give the magic something to work with, and instructions must be clear.
Schematocannon
While the modern name is inspired by a popular Minecraft mod, the technology for this is much older. This ability allows the Civilomancer to design a device or structure once, and then reproduce it at will from a schematic. Like with Literomantic Construction, this ability requires the Civilomancer to assemble the necessary materials in a nearby, single location, and building stops either when directed by the Civilomancer, or when the available materials run out. As with Literomantic Construction, progression in this ability results in larger and more complex structures.
Electromancy
Electromancy, or Electrical Engineering, deals with the study and application of electricity, electronics, and electromagnetism. They are concerned with the "power" element of
Literomantic Power, and are keenly interested in harnessing and transforming the different forms of energy.
Often called the "sparkies" by other Technomancers, they seem to come in two different presentations. Sometimes, they are careful, meticulous, and safety- and detail-oriented. Other times, they have a wild, "mad scientist" sort of feel about them.
Either way, they are marked by their insulated work gloves, rubber-soled boots, and other safety gear, armed with wire cutters or precision screwdrivers. Level of hygiene and neatness is often indicative of which of the two types one is dealing with.
Electromancy was once called "Fulgurmancy," but this name was changed in the 20th century. Older texts will refer to the field by that name, however.
Literomantic Batteries
Allows a literomancer to store Literomantic Power in an enhanced crystal for future use. An important Technomantic development that has become a ubiquitous literomantic infrastructure in the modern world. Especially important for powering larger projects, such as the transcontinental portal network and the Rave Train.
Progression in this ability results in either more powerful batteries in a smaller form, or larger batteries capable of powering immense structures or projects.
My smallest battery yet!—
Senna Nightshade, proudly displaying her latest accomplishment to her siblings
In theory, the most knowledgeable practitioners could create a battery that is capable of a similar storage and power output to a nuclear power plant or hydroelectric dam.
Literomantic Fuel
The Electromancer can infuse a substance with literomantic energy to improve its effective energetic output. Best known for its use by Raptor Captain Dazzlinkat, who created her version from a combination of this infusion process and biofuel.
Progression in this ability is marked by greater amounts of a given substance being infused at once, as well as the infusion process being more effective in terms of its potential energetic output. It is theoretically possible, some say, for an Electromancer to create rocket fuel that would allow travel at near lightspeeds, or even break the C barrier itself.
This process is known to have unpredictable side effects, however. The Raptor Captain's early experiments with literomantic fuel resulted in the creation of such self-aware constructed beings as Sir Trashy and Jungle Bike. As a result, experimentation is tightly monitored by House Sauropoda.
Piezoelectrical Weaponry
This ability allows the Electromancer to convert electricity into weaponry through the frictional breakdown of quartz. This is best known through its use by DarthTorLin, who chews quartz crystals to create an electrical breath weapon. There are rumours that robotic dinos of the past may also have used this regularly, leading to certain popularized cryptid legends.
Tesla Bolt
Perhaps the most easily associated power of an Electromancer is the ability to concentrate and amplify ambient static electricity, and other forms of power, into high-voltage bolts of energy. This is the Hollywood-esque power of shooting lightning from one's hands or calling it down from the sky. Most Technomancers channel it through devices such as gauntlets, however, due to safety concerns. Magical Backlash from the use of this power can be disastrous for the practitioner, so a good system of grounding in case of something going wrong is strongly advised. (Shared with Aeromancy).
Literomantic Energy Generation
The Electromancer may use and convert literomantic energy to other forms of power, such as electricity or heat. There are numerous examples of the use of this, from powering transcontinental portals, to creating literomantic heaters from crystalized dragon's breath, to using fire elementals to power steam engines (which has application in modern power plants.)
This ability has been combined with Vivimancy to create Princess Rowean and Novamoonlight's Power Plant, which is a giant tree that generates electricity from the kinetic movement of its leaves. It has also been expanded to create the Inspiration Engine, which converts unclaimed ideas into literomantic potential in order to generate power.
Polarity Switching
If literomantic energy can be used to create other kinds of energy, then other kinds of energy may also be harnessed for literomantic energy. While no one has yet been able to entirely power Literomancy by drawing upon another power source, other power sources have been successfully utilized to "boost" literomantic effects. Examples include using electrical power to bolster Queen Sable Aradia's force field effect, using an existing heat source to enhance various Pyromantic abilities, and using the electromagnetic energy of an MRI machine to draw out corrupted Glitter when Queen Sable was infected with it during The Battle of Crystal Song. This technology is also necessary for the self-replicating ability of Dinotech to function.
Ray Guns and Space Lasers
This ability allows the Electromancer to weaponize light by giving it a more "solid" form, or taking advantage of its dual nature as ray and particle to cause damage. The end result is usually expressed as some sort of weapon out of classic science fiction. DarthTorLin is known to make use of this power to imitate a certain iconic "laser sword" from a popular movie franchise. House Apis was also known for their Laser Security System.
Chemomancy
Chemomancy, or Chemical Engineering, is the most difficult of the Technomantic fields to define for non-Technomancers. Chemomancers apply physical, biological, and chemical sciences to convert raw materials into things, and systems, that can be put to work in a practical way. Called the "alchemists" by other Technomancers, their work often goes unseen, or is marked by the transformation of something into something else.
Chemomancers tend to look like everyone else, and it's difficult to spot their trade with a casual glance. They often smell of odd things, however, such as astringents, metals, smoke, or chemicals.
The "True" Alchemists
Several domains, specifically Artisimancy, Geomancy, and Technomancy, have practices that would fall under the description of "alchemy." So which ones are the "actual" alchemists?
The answer depends on your understanding of the term. If one means early chemistry with a metaphysical element, the closest would be the Technomancers, who believe that what we call "magic" is really just advanced technology. If one means the actual transmutation of matter on an atomic level, the Geomancers would be the closest. And if one means the term in the more metaphysical sense, the idea of the transmutation of matter being a metaphorical transformation of the spirit, that would be the Artisimancers.
This is an excellent example of one of the pitfalls of literomancy — much depends on the meaning one assigns to a word in relation to commonly understood connotations, which can vary broadly across cultures and subcultures, economic and social classes, or even generations.
Crocoade
To a Chemomancer, the cause of Magic Drain is obvious. A literomancer conducts literomantic energy, like any other form of energy, through their biochemistry. This ability allows the Chemomancer to restore the body's literomantic biochemical resources. This is best known through the chemical formulation of the Crocoade brand of sports energy drink, which has changed its formulation slightly through consultation with Chemomancers, and now markets itself as being ideal to prevent magic drain and aid in recovery. (Shared with Vivimancy.)
Telekinesis
The Chemomancer may redirect initial force. Effectively, this results in what looks like telekinesis: objects are moved in ways, and potentially at speeds, that defy the apparent laws of physics as commonly understood. Beginners may redirect small and simple objects that are already in motion (such as causing bullets to fly around corners.)
Advanced practitioners may cause small objects that are at rest to start moving, or may "speed up" small objects already in motion (such as opening and closing doors, or causing arrows to fly at the speed of bullets.)
Masters may cause larger objects to start moving, or may redirect or speed up the motion of big objects (such as causing perilously positioned boulders to start rolling, or throwing a safe at someone.)
An epic caster can cause large objects to start moving, or redirect or speed up extremely large objects (such as throwing a car at someone, or King RPGDinosaurBob's iconic Meteor Swarm effect.)
Phase Transition
The Chemomancer can shift matter from one state to another. A liquid could be made solid, a solid could be melted, etc. This is a potentially dangerous process in that the substance will gain or lose energy, usually in the form of heat, and something must be done to compensate for the energetic change. Literomantic energy is required to fuel the process, and risk of Magic Drain is extremely high. As a result, this is impractical on a large scale, and is impossible to reproduce for mass production. Beginners are capable of shifting matter between one phase state (ie. liquid to solid or to gas) and can only accomplish this with whatever they can hold in their hands. (Shared with Geomancy.)
Advanced practitioners can shift an amount of matter equivalent to what they could carry.
Masters can shift an amount of matter roughly the size of a car, and are capable of shifting matter through two phase states (ie. liquid to plasma).
According to legend, it may be possible for some casters to shift an equivalent amount of matter to the size of a large shipping container, and they are capable of shifting it to any phase state from any other phase state.
Literomantic Sanitation Engineering
A staple of the infrastructure of Okanagan City and The Warren, this ability allows the Chemomancer to aid chemical breakdown and decomposition. With a small investment of literomantic power, a substance may be encouraged to break down into its chemical components, which then begins to fuel its own decomposition with the energetic mass conversion. These substances may then be more safely disposed of, or used for other things (ie. water, fuel, fertilizer). A great favourite among the environmentally conscious, as this method of garbage disposal is considerably more sustainable than burning or landfills. (Shared with Vivimancy — organic substances only.)
Masters accomplish this so efficiently that the breakdown has a net energetic output, which may then be used for power. The sanitation system in Okanagan City feeds it back into the power grid. Alternatively, they may repurpose this energy into additional decomposition, which breaks down the substance again until little detectable trace of it remains (perhaps converting it, ultimately, into water, carbon dioxide, or oxygen.)
Mass Production
In the iconic example of chemical engineering, a Chemomancer may automate the production of certain literomantic devices and effects, leading to mass production. A partnership of Technomantic and Artisimantic know-how has led to the mass production of the Chiroptera Coffee Creamers, for example, and a similar process is starting up for mass production of the Chiropteran Tab Cannons. This technology also saw an early example with the magical printing press that was discovered in the Lapin Secret Library. As with most forms of magical construction, the materials must be previously assembled, and production stops when the materials run out.
Hollywood Clip
The Chemomancer may continually renew their supply of ammunition in a given weapon if the raw chemical components are available nearby to create that ammunition. This power will draw metal ores from the earth and chemical explosives from the ambient chemicals in the environment. Effectively, this means unlimited ammunition for almost any firefight. The Game Master may rule that the power does not function if they cannot see a means by which the supply may be renewed, however.
If the Chemomancer also has access to the Portal power of Civilomancy, a Master may create a storehouse of ammunition, or ammunition supplies, that may then be teleported over a distance (as dictated by their progression in the Portal ability), assuring they will always have access to the necessary materials. This power fails to function when the supply runs out, but a large stock should assure that almost never happens.
Calculomancy
Calculomancy, or Software Engineering, is the newest of the Technomantic fields. Calculomancers work with computers and the digital space. Called the "geeks" by other Technomancers, these are the small handful of crazy tech nerds that keep the internet running. They are often excited by new developments in communications tech, virtual reality, and true AI.
Calculomancers are most easily recognized by keeping their digital connections handy wherever they go. Their smartphones will always be top of the line, with the latest functionality options or gizmos, and their processing speed is always state-of-the-art. Some even still insist on carrying laptops or tablets everywhere, finding phones too limiting. They may also be spotted by their fandom T-shirts or professional businesswear, and high-tech toys like HUD display VR capable shades.
Gobble-Fu
A sufficiently skilled Calculomancer can find just about any information they are seeking by searching the web. At the Beginner level, they know that the Gobble search engine is useless and they have a VPN that actually works. They can break past university paywalls, instantly find the information needed to write a scene in a novel, and know how to find information on the dark web.
Advanced practitioners can find out where you live and are capable of watching your house and street via satellite and digital security systems. Alternatively, they can use this knowledge to help you set up your own super-efficient home surveillance system.
Masters can find out the combination to your safe or your medical history. And if you need obscure geological data or a birth certificate from 40 years ago in a warzone, they can probably find that, too.
You know, those smart devices are all connected to the internet, and it doesn't take much to reconfigure your SIRI-connected toaster for audio surveillance...
Superhacker
The Calculomancer knows their way around digital systems. This allows the Calculomancer to find access to even the world's most secure systems, given enough progression in the ability. While this power can be bolstered by technical know-how, it is really more of an intuitive sense of how the magic of a computer system works. The Calculomancer will instinctively sense where a firewall is weak, or whether a DDOS attack would be more effective than codebreaking. Beginners may successfully break into most social media platforms, or almost instantly discover and eliminate most bugs and viruses.
Advanced practitioners may hack Cloudflare and similar broadly-used security systems, or may set up an amazingly steadfast home security system.
Masters may hack banks or secure government sites, or create a system for such institutions that will handle almost any hacking attempt and repel viruses.
There's no system more difficult to hack than one that was created by another Calculomancer.
Artificial Intelligence
The Calculomancer is capable of building an artificial intelligence — although whether or not they should is a subject for debate. These AIs are not the collection of algorithms that the world is currently familiar with, but rather, true synthetic intelligences that are thinking and reasoning beings. (Shared with Artisimancy.) Beginners can build an AI that is about as smart and self-aware as the family pet.
Advanced Calculomancers can build a being that is as clever as a corvid or a gray parrot. This being may have limited speech capabilities.
Masters can build an AI that is as intelligent and self-aware as an average human being. In practice, the Order of Royal Librarians strongly enforces Asimov's Laws of Robotics, at least among Tome Knights.
It is likely possible to build an artificial superintelligence, but nobody wants Skynet, so as far as anyone knows, it hasn't been done yet...
Secure Communications Net
The Calculomancer may set up a secure communications system that can only be accessed by a given group. Anyone else trying to access this system will be faced with wards in the form of firewalls that will prevent their entry. Examples include the Sauropodan Secure Internet, which was established by Satrium, the Wizard of GoT, attuned specifically to dinosaur DNA, and House Chiroptera's Cavecord. Progression in this ability results in more secure and efficient systems that are tougher to hack.
ICE
Taking its name from a term in a popular roleplaying game, this ability allows a Calculomancer to create digital security that is capable of doing physical damage to anyone who tries, and fails, to hack it. This damage can take a variety of forms. Beginners can cause distress, but no serious injury, such as a minor electrical shock delivered through the system the hacker is using, or momentary disorientation caused by an overwhelming flood of information delivered in a VR spike. Alternatively, they can also freeze a hacker out of a secure area by tuning firewalls to their DNA or similar, rather than an IP address.
Advanced practitioners can cause a minor injury, such as an electrical burn, or disorientation that makes it impossible to function except for the most basic tasks for up to a day. More benevolent uses might result in momentary paralysis (literally "freezing them out",) or redirection to a safe area.
Masters can cause significant injury, such as a serious electrical shock, or a mental meltdown that will take someone out for a week without medical attention. Or, they can redirect the hacker out of the secure area and into a holding cell.
It is said that some casters are capable of delivering damage in this way that is potentially lethal.
All Fields
This ability crosses over all fields of Technomancy, because it all depends on how, and to what, it is applied:
Better Faster Stronger
The Technomancer may "attune" a given technological device or system, related to their field, to run at peak efficiency. Their advanced grasp of physics beyond the mundane allows them to optimize existing technology.
Electromancers will know the best materials to conduct the energy they are harnessing
Civilomancers will know the best way to adapt a building against earthquakes
Chemomancers will intuitively grasp the best balance of chemicals to produce the reaction they are going for
Mechanomancers will know the best way to keep a vehicle running smoothly and how it might get the most out of its engine performance
Calculomancers will be able to optimize the performance of any given computer system, allowing it to do things even its designers couldn't visualize. This is somewhat limited by the capabilities of a given system or material, but with a little imagination, just about any obstacle to efficiency can be overcome.--
Known Variants in Other Houses
Artisimancers
It should be noted that there is a lot of overlap between Technomancy and Artisimancy, especially in the creation of what the Artisimancers would call "devices" and "golems." The approach is different enough that the Technomancers often shake their heads and ask themselves, "How does that even work?"
Literomantic Stabilization
Geomancers also use this power.
Portal
Portals have become a staple of literomantic infrastructure. Most Houses have one they can at least use to escape to other Houses, should they be forced into evacuation, or they have some variant of the technology with theories grounded in other domains. House Meles has been doing similar things for centuries with the use of what they call Henge Magic, and House Mollusca has been using Whirlpools for millennia. House Lapin has a public portal network they are introducing to their general populace with the intention of overcoming some of the difficulties created by the lack of a contiguous border.
Literomantic Batteries
While Technomancers invented them, literomantic batteries are now a ubiquitous part of literomantic infrastructure as well.
Crocoade
Most literomancers are well aware of the risks of magic drain and use this technology to recover more quickly. The research that led to this was in part sparked by the necessities of The Third Word War, and Vivimancers actively contributed through the work of Dr. Georgina Mamby-Pamby and the Lapin Royal Hospital.
Phase Transition
This power has a lot in common with the Geomancy power Earthen Transmutation. It is not identical, but the effects can be very similar.
Literomantic Sanitation Engineering
Probably because of the obvious crossover in the necessity of breaking down organic materials, House Lapin uses this technology and is expanding it to be part of their base infrastructure.
Artificial Intelligence
This power crosses over with the making of what Artisimancers would call "golems."
History
Technomancy has always been the specialized power of the Sauropodans. Ancient Dinos developed Dinotech, and there is evidence their societal infrastructure may have been grounded in this and other Technomantic technologies. It is likely they didn't see any difference between the two. What little of the ancient records have been translated supports this theory.
Human society has also always had an interest in Technomancy, but humans are a younger species than the Dinos were at their ancient fall, so their technology seems more simple, and in many ways, it is. However, the modern technological age has seen Technomancy come into its own. Most Houses have at least one resident Technomancer upon whom they rely to make the most effective use of literomancy and more familiar technology in combination.
This is generally supported by the Sauropodans. The ultimate goal of engineering is to take a scientific principle and apply it so that it can be used by as many people as possible to improve quality of life. Technomancers enjoy seeing their ideas achieve broad acceptance and usage — as long as no one is misusing them, or messing with things they don't understand.
In the
1337 Speak Reality, early discovery of Dinotech in the equivalent of the Tomeverse's 1950s and 60s led to wide acceptance of Technomancy, such that Technomancers were the most common form of
Literomancer, and such tech was an accepted part of everyday life.
Among the current literomantic Houses, House Sauropoda tends to maintain a relatively quiet role, until they introduce an idea that makes life easier for everyone. Only rarely do they keep some technologies for themselves, usually when House security may potentially be at stake.
Comments