Aspect Codex
Technopathy
Technopathy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Technopathy defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Machine Whisper
Touch a mundane machine, tool, lock, device, engine, construct shell, circuit, or mechanism. You learn its basic purpose, whether it is broken, powered, locked, trapped, jammed, or actively controlled, and the simplest visible way to operate it.
Mending
Repair a single break, tear, snapped wire, cracked gear, torn strap, split casing, or damaged object you touch if the damage is no larger than 1 foot in any dimension. This can physically repair a magic item or machine, but cannot restore lost magic, fuel, data, or charge.
Technic Spark
Send a controlled arc, signal pulse, or kinetic jolt into one creature, construct, machine, or object within range. Make a ranged power attack. On a hit, the target takes 2d8 lightning or force damage. Constructs and powered machines take an extra damage equal to your INT modifier.
Jury-Rig
Patch a broken mundane device, lock, tool, weapon, vehicle part, lantern, gear assembly, or small machine. For the duration, it functions well enough for one simple task, then breaks again unless permanently repaired.
Remote Switch
Trigger, open, close, start, stop, lock, unlock, or toggle one unattended mundane device or simple mechanism within range that you can see. Secured, complex, magical, or actively operated devices may require an INT check against the device DC.
Static Jam
When a machine, construct, trap, firearm-like device, communication device, or powered tool within range makes an attack roll or ability check, impose a burst of static and misalignment. Subtract 1d6 from the roll.
Device Empathy
Commune with a device, engine, construct, lock, trap, vehicle, or system you touch. Ask up to two practical questions about its function, owner, last use, failure point, hidden feature, power source, or safest way to disable or operate it.
Command Construct
Issue a simple command to one construct, animated device, drone, vehicle, or machine within range. If it is unattended or friendly, it obeys if capable. A hostile or owned construct makes a WIS save, obeying a one-word non-self-destructive command on a failure.
Toolmind
Choose one artisan’s tool, vehicle, gaming set, or technical tool you can touch. For the duration, you are proficient with it, or double your proficiency bonus if already proficient, for checks involving repair, operation, fabrication, or diagnosis.
Overload Circuit
Overload one construct, machine, powered object, trap, or creature wearing complex metal gear within range. The target must make a CON save, taking 3d8 lightning damage and losing reactions until the start of your next turn on a failed save, or half damage only on a success.
Repair Drone
Create or awaken a Tiny repair drone, clockwork assistant, hovering tool, or semi-autonomous device in an unoccupied space within range. It cannot attack, but it can Help with tool checks, carry 10 pounds, make repairs, scout short distances, and deliver touch-range Technopathy powers.
Digital Ghost
Touch a data-bearing device, written machine log, magical interface, terminal, crystal archive, or recording mechanism. You can read surface files, recent entries, simple logs, or usage patterns. Protected, encrypted, cursed, or warded data requires an INT check against the system DC.
Disarm Mechanism
Make an INT check with advantage against one trap, lock, alarm, engine, clockwork, pressure plate, circuit, or machine you touch. On success, disable it, bypass it, learn its trigger, or suppress it for 10 minutes.
Machine Guard
When a creature, construct, or machine within range takes damage, redirect plating, gears, force dampeners, or emergency protocols. Reduce the damage by 3d8 + your INT modifier. Constructs and machines also gain temporary hit points equal to your INT modifier.
Fabricate
Convert raw materials you can see within range into products of the same material. You can fabricate a Large or smaller object, or a Medium or smaller object if made of metal, stone, crystal, or similar mineral substance. You cannot create creatures, magic items, rare components, or skilled goods unless you have the required tool proficiency.
Technic Snare
Deploy cables, magnetic locks, hard-light clamps, gripping drones, or animated machinery around one creature or machine within range. The target must make a DEX save or be restrained for the duration. It repeats the save at the end of each turn.
System Spoof
Create a temporary false credential, device handshake, access rhythm, command pulse, or machine identity. For the duration, one mundane or Tier 4 or lower system treats you as authorized unless its operator notices suspicious behavior or succeeds on an INT check against your power DC.
Construct Strike
Command a machine, drone, tool, construct limb, cable, weapon arm, or animated mechanism to strike one creature within range. Make a ranged power attack using INT. On a hit, the target takes 5d10 bludgeoning, piercing, slashing, lightning, or force damage.
Network Sense
Sense active machines, powered devices, constructs, signal paths, alarms, surveillance, engines, data stores, and mechanical traps in the emanation. You learn their approximate number, direction, broad type, and whether they are hostile, damaged, encrypted, or remotely controlled.
Remote Operate
Operate one unattended or willing machine, vehicle, door, crane, turret, lift, console, lock, trap, or construct within range as though touching its controls. Hostile, owned, magical, or warded systems may require an INT check each round.
Rebuild Device
Restore one broken mundane device, vehicle part, weapon mechanism, lock, engine section, construct component, tool, or machine of Large size or smaller to functional condition. Missing rare parts, magic, data, fuel, or destroyed cores must still be supplied.
EMP Burst
Release a disruptive pulse. Constructs, machines, powered devices, and creatures wearing complex conductive gear in the emanation must make a CON save, taking 6d10 lightning damage and being unable to take reactions until the start of your next turn on a failed save, or half damage only on a success.
Technopathy Dominion
Your Technopathy powers ignore mundane interference, poor tools, unfamiliar interfaces, and nonmagical access obstacles when diagnosing, repairing, operating, or disrupting machines. You can communicate simple intent to machines, devices, and constructs you can perceive within 120 ft.
Create Homunculus
Build or awaken a Small construct assistant, homunculus, drone-body, or artificial familiar from prepared components. It obeys you, can scout, carry, use simple tools, and assist with Technopathy powers. Only one homunculus from this power can be active at a time.
Hijack Construct
Choose one construct, machine, vehicle, drone, turret, or animated device within range. The target must make a WIS save. On a failure, you control its movement and one action on each of your turns. It repeats the save at the end of each turn.
Machine Shell
Deploy technic plating, hard-light armor, defensive drones, or shifting mechanical supports. Gain temporary hit points equal to 6d8 + your INT modifier. While they remain, you have resistance to lightning damage and advantage on saves against forced movement from machines or constructs.
Create Magen
Create or assemble a Medium artificial servant, guardian, or specialized construct from rare components, mechanisms, alchemical matter, or arcane circuitry. It obeys your commands, but cannot create wealth, cast independently, or exceed the role approved by the GM. Only one magen from this power can be active at a time.
System Lockdown
Choose one machine, building system, vehicle, construct group, security network, or mechanical complex within range. It must make an INT save using its operator or system DC. On a failure, doors lock, alarms stall, devices freeze, and constructs lose reactions for the duration.
Signal Dominion
Take command of mundane signal traffic in range: radios, glyph-lines, wire networks, speaking tubes, signal lamps, clockwork relays, crystal transmitters, or similar systems. You can listen, jam, reroute, encrypt, spoof, or broadcast short messages through them.
Technic Swarm
Release a swarm of microdrones, animated tools, cables, or hard-light motes in a 20-ft. radius sphere within range. The area is difficult terrain for hostile creatures. A hostile creature that starts there must make a DEX save, taking 7d8 slashing, piercing, lightning, or force damage on a failed save, or half on a success.
Build the Impossible
Rapidly assemble a complex nonmagical device, vehicle, tool array, temporary engine, siege mechanism, scanner, lift, bridge, shelter, or laboratory from suitable materials. It lasts for the duration or until destroyed. It cannot create rare components, artifacts, or independent life.
Greater Construct Override
Choose up to three constructs, machines, vehicles, turrets, drones, or animated devices within range. Each target must make a WIS save. On a failure, you control its movement and one action on each of your turns. A target repeats the save when damaged by you or your allies.
Total Repair
Restore one damaged machine, construct, vehicle, weapon mechanism, engine, door, bridge mechanism, prosthetic, or device you touch. It regains function and, if it has hit points, regains 8d10 + your INT modifier hit points. Missing cores, souls, fuel, or magic must still be supplied.
Network Ghost
Project your awareness through connected devices, machines, signals, wires, relays, and interfaces within 1 mile. You may perceive through one connected device at a time, but cannot see through systems with no physical or signal link. Secured systems may contest with INT.
Sovereign Technopath
Your Technopathy powers ignore resistance from mundane security, encryption, jamming, mechanical complexity, and nonmagical machine safeguards. Constructs and machines of Tier 8 or lower have disadvantage on saves against your control, repair, or disruption powers unless story-protected.
Citywide Interface
Interface with a city block, fortress, ship, factory, vehicle fleet, security grid, magical-machine network, or similar connected system. You can monitor, lock down, reroute, repair, jam, or coordinate its mundane machine functions with broad commands.
Machine Tyrant
Choose any number of unattended machines and up to six hostile constructs, devices, or vehicles in the emanation. Unattended machines obey. Hostile targets make WIS saves; on failure, you control one movement or action from each on your turns for the duration.
Catastrophic Overload
Choose a point within range. Machines, constructs, powered devices, and conductive gear in a 30-ft. radius sphere erupt with destructive feedback. Affected creatures must make a CON save, taking 12d10 lightning or force damage and losing reactions on a failed save, or half damage only on a success. Unattended devices may shut down or break.
Machine God Form
Become a living interface of flesh, signal, spirit, and machine. For the duration, you have resistance to lightning and force damage, can communicate with machines and constructs within 1 mile, and once per turn may either repair a construct for 6d10 hit points or deal 6d10 lightning or force damage to a machine, construct, or device you can perceive.
Total System Takeover
Take control of one connected machine network, vehicle, fortress system, factory, ship, construct host, security grid, or similar system within range. Hostile operators or sentient systems make an INT save. On a failure, you command all mundane functions and up to ten active machine agents.
World Machine
Awaken or assemble a massive temporary machine, engine, fortress mechanism, walker, bridge system, defensive grid, transport array, or city-scale tool. It cannot create wealth, souls, divine artifacts, or permanent independent life, but can perform one grand technical function approved by the GM.
The First Signal
Awaken a mythic signal, machine, network, construct lineage, engine, archive, or city-system. Define its principle with the GM: the signal that unites all machines, the engine that cannot stop, the archive that remembers civilization, or the construct mind that chooses its own law. It can be ended only by Tier 10 technopathy, divine intervention, or a story condition set when awakened.
Characters With This Aspect
No character is linked to this aspect yet.