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.

TechnopathySpellcastingChargesInvestigation

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

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

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.

Tier 01 MinuteAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 1Bonus ActionAt-Will

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.

Tier 1ReactionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2Bonus ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ReactionAt-Will

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.

Tier 410 MinutesAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 510 MinutesAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 6PassiveAt-Will

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.

Tier 61 HourAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6Bonus ActionAt-Will

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.

Tier 71 HourAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 810 MinutesAt-Will

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.

Tier 8Action1/Long Rest

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.

Tier 8ActionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 9PassiveAt-Will

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.

Tier 910 MinutesAt-Will

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.

Tier 9Action1/Long Rest

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.

Tier 9ActionAt-Will

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.

Tier 10Bonus ActionAt-Will

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.

Tier 10Action1/Long Rest

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.

Tier 1010 MinutesAt-Will

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.

Tier 10Action1/Ever

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.