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The Dresden Files => DFRPG => Topic started by: Rubycon on July 28, 2011, 08:02:25 AM

Title: Technomancer
Post by: Rubycon on July 28, 2011, 08:02:25 AM
Hi,
could there be such a thing like a "Technomancer", a practitioner who specialises in manipulating (not destroying) tech?
Rulewise, I definitely think it is possible to build up a character like this, but is it consistent with the dresdenverse, wher magic interrupts technology?
Title: Re: Technomancer
Post by: sinker on July 28, 2011, 08:09:12 AM
One of the things I gather from the books is that magic is primarily about belief and has absolutely no relation to things like physics or science. I think it's totally within the realm of the setting to find someone who's system of belief includes technology. Is it within the setting's flavor though? I don't really know. I suppose that would be up to the individual.

As a secondary the books are definitely clear that hexing (as the concept of weird things occur around wizards) has always been a part of being a wizard. As such I think I would find another way for that to express itself were you to create a tech friendly wizard.
Title: Re: Technomancer
Post by: Arcane on July 28, 2011, 09:15:12 AM
Well, Mortal Magic currently hexes things in the Dresdenverse.  That doesn't rule out some form of Sponsored Magic, perhaps from some god or spirit of technology, that has manipulating technology as an aspect.
Title: Re: Technomancer
Post by: Radijs on July 28, 2011, 09:29:53 AM
Priest of Deus Ex Machina?
Title: Re: Technomancer
Post by: Rubycon on July 28, 2011, 10:05:25 AM
Sponsored magic might be a good solution, as it makes a technomancer possible and at the same time maintains the philosophy of the dresdenverse.
Such a technomancer could be a real headache to the players... ;D
Title: Re: Technomancer
Post by: Tsunami on July 28, 2011, 11:40:08 AM
Sponsored magic might be a good solution, as it makes a technomancer possible and at the same time maintains the philosophy of the dresdenverse.
Such a technomancer could be a real headache to the players... ;D
Until the Wizard comes along and hexes all this precious tech to molten scrap... Then the technomancer is practically helpless.

I mean hexing at Base complexity doesn't even cause mental stress... The Technomancer would not stand a chance.  :P
Title: Re: Technomancer
Post by: Rubycon on July 28, 2011, 11:56:03 AM
Depends on...
First, there has to be a wizard in the group... ;) Second, the technomancer would have different possibilities to use his power. The more obvious, the more are the chances that the characters will find out and start to detroy all his little toys. But things like using public surveillance cameras for his purpose, shutting down all automatic doors in a mall and things like that aren't that much obvious and can easily explained by a hacker or some other kind of competent tech. And the characters will have to think a long way before starting to suspect something like a technomancer...

But anyway, it is only an idea and a crude one...
Title: Re: Technomancer
Post by: Guldor on July 28, 2011, 02:51:37 PM
Perhaps the technomancer has also some thaumaturgy spells for guarding his toys against hexing to a certain degree?.....

I must say the idea of sponsored magic is a good one. Iīm thinking about some kind of never never beast which was created through the belief of more and more people nowadays, who donīt believe in god or magic but in tech. This godlike beast isnīt really old and it is like a small child with vast powers. Perhaps it wantīs to create new toys (not necessarily harmless ones) as one agenda of it.
Title: Re: Technomancer
Post by: computerking on July 28, 2011, 03:15:26 PM
Perhaps the technomancer has also some thaumaturgy spells for guarding his toys against hexing to a certain degree?.....
And with Sponsored magic, the "Anti-Hex Ward" can (possibly) be cast with the speed of Evocation!
Title: Re: Technomancer
Post by: Linnemir on July 28, 2011, 03:29:59 PM
I recently read "Invasion" by Mercedes Lackey and others; it's based on their characters in City of Heroes. One of the characters is a Shaman/TechnoMage. You might want to try the book (it's a good read) to get some ideas of how it worked there and might be tweaked for use in this setting.
Title: Re: Technomancer
Post by: Discipol on July 28, 2011, 03:49:16 PM
Idea: Emissary of Hephaestus: Rising Conflict: Faith vs Fact: Find out why hexing occurs, or perhaps a Trouble if the DM doesn't want the answer ever revealed.

Mortal Stunt(cannot be pure mortal) / Reverse Mana Static: When hexing occurs, make a check to deny the hexing event at +2. (tag the Faith vs Fact for another boost)

I would also add another stunt to use highest between (lore/conviction/discipline) if the case comes where discipline is not the highest.
Relating the use of magic to simulate technology, you can max do it Green Lantern style. If you try to make a computer through thaumaturgy, it would be a waste of effort.

You can always summon a spirit / demon / wildfey and ask the question.
Title: Re: Technomancer
Post by: ARedthorn on July 28, 2011, 03:51:02 PM
Um... Anti-hex wards are easy. They're called circles.
Title: Re: Technomancer
Post by: Masurao on July 28, 2011, 04:24:30 PM
In my vision, a DFRPG Technomancer would have one 'drawback', namely that all his spells/rituals would require focus items to use. He wants to lob a globe of fire? He builds a 'gun' that can do just that as evocation. (Focus item, +1 offensive Fire) It would need some fleshing out, as it needs to be balanced, but it seems to me that this could make a very interesting character type. As an obvious advantage, he might be able to 'psychically' contact computers with Spirit magic.

An other effect of such a build, would be that his gadgets, are essentially focus items/potions/enchanted items and thus immediately immune to hexing by others. A form of Sponsored Magic would allow him to magic about electronics without blasting them apart, while limiting his own spellcasting by requiring focus items. A quick thought about this and I would say, keep all the costs the same (-3 for Thaumaturgy and/or Evocation, -2 for Sponsored Magic), but give him a few more Focus Item slots. To balance it out, perhaps let him start without any specialization bonuses.

Or am I unbalancing things too much and thinking too far out of the box? :p
Title: Re: Technomancer
Post by: sinker on July 28, 2011, 11:34:55 PM
I must say the idea of sponsored magic is a good one. Iīm thinking about some kind of never never beast which was created through the belief of more and more people nowadays, who donīt believe in god or magic but in tech. This godlike beast isnīt really old and it is like a small child with vast powers. Perhaps it wantīs to create new toys (not necessarily harmless ones) as one agenda of it.

Reminds me of Gaiman's American Gods.
Title: Re: Technomancer
Post by: SunlessNick on July 29, 2011, 01:05:24 AM
Magic hasn't always hexed technology.  In the Middle Ages, it did stuff like souring milk and stopping bread from rising.  In a way, I'd call both of those things - technology for now, stored and staple foodstuffs on which a comminity depends for then - as emblematic of how people see the human world.  And since belief in the Dresdenverse is as at least as much about what faith in what should work as what will - in general, magic works better for things you deep down think are ok to do - perhaps hexing is tied to wizards see themselves as a step outside the human world, or thinking they should be.  So a technomancer might be a wizard who has no such instinct.  Or there might be some other aspect of the human world they hex.

Maybe they date from a time when wizards did sour milk, and where blacksmithing was seen as a quasi-supernatural ability, have been trapped in wrinkle of time and emerged in the modern world.  They still hex foodstuffs, and see technology as the heir to blacksmithing, alchemy, and such - and are maybe just fascinated by it.

While Refinements are supposed to provide bonuses, maybe you can also refine down - become worse at hexing to the point where you can reliably fail to do it.
Title: Re: Technomancer
Post by: Becq on July 29, 2011, 01:19:21 AM
I think that the Science vs Magic conflict is an integral and flavorful aspect of the World of Dresden Files.  Trying to wedge a Technomancer into Dresden Files just feels to me a bit like ... oh, say playing a steam-punk engineering character in a Lord of the Rings campaign.  Sure, you *could* do it, and maybe you could make house rules to make the character playable and balanced.  And no doubt people *have* done so, and enjoyed the resulting game.  But would the result really be Lord of the Rings?
Title: Re: Technomancer
Post by: tetrasodium on July 29, 2011, 01:51:54 AM
I might allow a minor talent type technomancer with powers similar to the kid in heroes who could control tech based on the ghost story:
(click to show/hide)
being able to interact with tech on a mental level could have its uses from time to time.  Anything beyond that... what kind of powers would this hypothetical technomancer have?
Title: Re: Technomancer
Post by: Rubycon on July 29, 2011, 07:03:48 AM
I was dabbling with a npc who is a university scientist who becomes a technomancer by sponsored magic of an outsider. The scientist has nor idea he is using magic  but refers to it as PSI. He can manipulate technology from a distance, link his mind into computers, starting (or stopping) engines and such like.
While this is still some sort of brainstorming I'm thinking of a storyhook where this scientist is drawn more and mor to the sinister agenda of the outsider and becomes dangerous.

@Besq: I have to agree to a certain point. While the LotR is some kind of a "closed" stoy, the Dresden files are not. And while I would have my own difficulties with a whole magic branch or chaper of technomancers, a single techmage as an aberration of the principles of the world could be an interesting hook to introduce.
Title: Re: Technomancer
Post by: Discipol on July 29, 2011, 07:29:44 AM
Um... Anti-hex wards are easy. They're called circles.

So are you going to make a circle on every piece of technology in the room, before shooting the enemy?
Title: Re: Technomancer
Post by: ARedthorn on July 29, 2011, 03:12:11 PM
So are you going to make a circle on every piece of technology in the room, before shooting the enemy?

No, but someone asked about a ward that protects tech from magic- I'm pretty sure this is exactly a circle. I wouldn't take the time to put wards up in a room around my valuables/allies before shooting the bad-guy either, even if I thought they were at risk... wrong place, wrong time, so bad example. I was pointing out that it would be a lot simpler to draw a couple curved lines and pop some blood or willpower than to invest energy in some sort of fixed ward that may or may not work, may or may not last long, and may or may not have the same issues a circle does.

Anyways... this led me to a funny mental image... given Butters was able to protect the GPS from ambient magic and harry's presence with a circle, and it was still able to send and receive signal/data through the circle no problem (thus, doing so doesn't qualify for breaking the circle)...

Could a wizard use a computer if he kept it in a circle, using a wireless (or even wired, run under the circle) mouse and keyboard? Only the mouse and keyboard would be exposed to his mana static, and they really haven't changed much in the last 20-30 years beyond switching from serial to usb... so a younger wizard, molly's age, say, using wired serial keyboard and mouse run under the floorboards and therefore the circle, might not have any problems at all. Even USB or Wireless, you'd burn through them, but not often enough to really suck.

And now I'm stuck with this mental image of a 20 y.o. Apprentice Wizard with a love for his old life and tech, just can't give up his rig... sitting in his room, circle around his compy, and a pile of burnt out keyboards stacked up in one corner.
Title: Re: Technomancer
Post by: tetrasodium on July 29, 2011, 07:31:54 PM
Could a wizard use a computer if he kept it in a circle, using a wireless (or even wired, run under the circle) mouse and keyboard? Only the mouse and keyboard would be exposed to his mana static, and they really haven't changed much in the last 20-30 years beyond switching from serial to usb... so a younger wizard, molly's age, say, using wired serial keyboard and mouse run under the floorboards and therefore the circle, might not have any problems at all. Even USB or Wireless, you'd burn through them, but not often enough to really suck.
huu fher V thrff ur pbhyq whfg "svar" at least for some values of "fine"
Title: Re: Technomancer
Post by: ARedthorn on July 30, 2011, 02:18:02 AM
huu fher V thrff ur pbhyq whfg "svar" at least for some values of "fine"

Can't stop laughing.
Title: Re: Technomancer
Post by: tetrasodium on July 30, 2011, 08:18:18 PM
Can't stop laughing.
I ROT13'd it for anyone who didn't catch it
Title: Re: Technomancer
Post by: Set Abominae on July 31, 2011, 01:57:20 AM
huu fher V thrff ur pbhyq whfg "svar" at least for some values of "fine"

Ok now that's just damn funny.  :D
Title: Re: Technomancer
Post by: jeno on July 31, 2011, 03:01:07 AM
There's a recent WOJ about magic and tech from one of the signings.

Quote
Q: "Why doesn't Mort influence technology like Dresden does?"
A: "Mort isn't as powerful, and he isn't as conflicted. Lea could play N64 all day long, because she isn't conflicted at all about her nature. 'Yeah I'll turn you into a dog! It'll be /good/ for you.'"

Maybe that could help with ideas?
Title: Re: Technomancer
Post by: Alberich on August 04, 2011, 01:47:26 PM
Ive actulaly discussed this in another game where I created a Magic Hacker type character.

Its certainly possibly and dependant on the character, as Harry said the side effects of magic like Hexing are constantly evolving and changing.

I personaly found resource material from Shadowrun, and the general cyber-punk mythos to be great help. Of particular note is William Gibsons novel "Neuromancer" I found to be a incredible resource of ideas.

There are some downsides that may not be obviusly appearant. Like in most common cities there sheer amount of electronic "noise" around everything is maddening. Wireless signals of every kind overlapping with everything, Cell Phones, street lights, laser lights, radar, Etc.
Title: Re: Technomancer
Post by: Discipol on August 04, 2011, 02:35:22 PM
You can't make a circle and use a computer.

You either break the circle by putting your hands through it, its your own circle do it wouldn't be a problem, or if you are in it with the computer, you still hex it making the circle useless.

What part of magic and technology not mixing don't you get? :o If you want magic and technology to be in love, like Mika from Heroes, its not the Dresdenverse.
Title: Re: Technomancer
Post by: DFJunkie on August 04, 2011, 02:36:00 PM
I know that "it depends on your game" is about the least helpful answer ever, but it is really the best answer to this question.

The fact that Harry's magic is inimical to technology serves primarily to reinforce his alienation from society in general.  He's a throw back to earlier times, both in what he can do (magic) and how he acts (chivalry), and he's never really at home in a world that is moving further away from him every day.  The secondary function of his hexing is to illustrate his own internal conflicts, and the way they manifest in the world around him.  Finally it gives him something to bitch about, and a bit of comic relief now and then. 

If your game would not be negatively affected by the abandonment of the "wizard as a person out of time" theme then incorporating technomancy isn't really a problem, but that's for you to decide.
Title: Re: Technomancer
Post by: ARedthorn on August 04, 2011, 03:19:29 PM
You can't make a circle and use a computer.

You either break the circle by putting your hands through it, its your own circle do it wouldn't be a problem, or if you are in it with the computer, you still hex it making the circle useless.

What part of magic and technology not mixing don't you get? :o If you want magic and technology to be in love, like Mika from Heroes, its not the Dresdenverse.

You... really don't read the posts you reply to, do you?
Wireless. Keyboard. Outside. The. Circle.
Computer. Inside. Circle.
Wizard. Outside. Circle.

You'd go through wireless keyboards like mad, but... the computer should be safe.

But- you are right- This is Dresden, and magic/tech are supposed to be inimical. Trying to work around that... not quite appropriate.
My idea about using a circle was more of a funny joke than anything else. That, I thought, was clear from context.

While I'm here though... no reason sponsored magic should upset tech, right?
Title: Re: Technomancer
Post by: Masurao on August 04, 2011, 03:23:49 PM
While I'm here though... no reason sponsored magic should upset tech, right?

Don't think so, certainly if it does -not- augment existing Evocation/Thaumaturgy, as you wouldn't really be using mortal magic as a mortal practicioner. This plus-side, of course, is balanced by the fact your magic is more limited in scope.
Title: Re: Technomancer
Post by: Richard_Chilton on August 04, 2011, 04:18:47 PM
Sponsored magic might not come from within you but you still have the "freewill leads to interference" problem.

When Dresden sees a nasty who is able to use a credit card, he goes with "non-human" rather "sponsored magic" because it's the person challenging the magic, not the source of the magic, that causes a problem.

There are some WoJ posts about why magic interferes with the environment and about it going from curdling milk to frying electrons - they make good reading and explain some of what's going on behind the scenes.

Richard

(Edited to remove double sig)
Title: Re: Technomancer
Post by: Masurao on August 04, 2011, 04:23:24 PM
Sponsored magic might not come from within you but you still have the "freewill leads to interference" problem.

When Dresden sees a nasty who is able to use a credit card, he goes with "non-human" rather "sponsored magic" because it's the person challenging the magic, not the source of the magic, that causes a problem.

There are some WoJ posts about why magic interferes with the environment and about it going from curdling milk to frying electrons - they make good reading and explain some of what's going on behind the scenes.

Richard

Richard

Come now, do you really need to sign it twice? I already am prostrate before your wisdom, I cannot handle twice that! :D

But seriously, I read those posts, or some of them at least, and I guess I reasoned that Sponsored Magic comes from a non-conflicted source it doesn't interfere. Didn't think about the fact it is a mortal channeling it and thus he can't be 100% committed to it.
Title: Re: Technomancer
Post by: Richard_Chilton on August 04, 2011, 04:31:10 PM
Come now, do you really need to sign it twice? I already am prostrate before your wisdom, I cannot handle twice that! :D

But seriously, I read those posts, or some of them at least, and I guess I reasoned that Sponsored Magic comes from a non-conflicted source it doesn't interfere. Didn't think about the fact it is a mortal channeling it and thus he can't be 100% committed to it.

Sorry about that - I came to the end of the post, then went back and edited it.  My name had dropped below the bottom of the edit window where I didn't see it so I added it again.

Back on topic, it could depend on how much control the mortal has over the magic.  It the PC is tapping an IoP then I can see that working differently than challenging the power through himself.  If that makes sense.

Richard
Title: Re: Technomancer
Post by: Masurao on August 04, 2011, 04:59:08 PM
Lots of sense actually. If the 'conduit' is an item, any driving force behind it would wholly be the sponsor's. If a human is the 'conduit', then it is only logical to assume he also acts like a filter, changing the energy as it flows through him or her.
Title: Re: Technomancer
Post by: Radijs on August 04, 2011, 06:51:32 PM
You... really don't read the posts you reply to, do you?
Wireless. Keyboard. Outside. The. Circle.
Computer. Inside. Circle.
Wizard. Outside. Circle.

Electrons being sent wilfully by the user through the circle. I don't know how much mass is needed to break a circle. But it would probably erode before too long.
Title: Re: Technomancer
Post by: Masurao on August 04, 2011, 06:57:08 PM
Electrons being sent wilfully by the user through the circle. I don't know how much mass is needed to break a circle. But it would probably erode before too long.

This is where you can get really, really technical. Electrons aren't really a physical object, like a camera roll holder. The keyboard sends the electrons, not the mortal, otherwise you might say that blowing on a circle would too break it. That it might erode quickly is something I can imagine, but you could easily create a more permanent circle and reactivate it if it erodes.
Title: Re: Technomancer
Post by: DFJunkie on August 04, 2011, 07:01:52 PM
I don't think that mass breaks a circle per se, will does. 

A magical construct like a circle is imagination reinforced with will.  A wizard who uses a circle to insulate technology against hexing has to imagine that the circle is cutting off the device from outside interference.  If the same wizard is typing on something outside the circle and watching it impact the device inside the circle it would be something of a challenge to imagine the area within the circle as separate.  Not that it couldn't be done, but that's some zen shit right there.
Title: Re: Technomancer
Post by: ARedthorn on August 04, 2011, 08:35:43 PM
Again- I point to Butters in a circle with a GPS... that GPS was sending signal to an orbital satellite or series of cell towers in order to get its own location.
Unless you're willing to rule that that satellite happened to be directly overhead and that circles work all the way out into space... he was sending a signal through the circle. Probably intentionally, and therefore willfully. Hence wireless keyboard.
(even if you are willing to rule that, then the satellite has problems too... what with it sending signals to other satellites, etc)

As far as the in-story explanations go, it has to be a combination of physical force driven by mortal will (hence why you don't have to worry about dust in the wind, or a demon throwing a rock)... presumably signal doesn't count. So far, I've allowed my players to get past the "cell-phones are the canaries of magic" issue by keeping them turned off until needed, then making their call from inside a circle, while our wizard looks sheepish.

Even so, they've needed to set aside a special budget for burn phones (pun intended).
Title: Re: Technomancer
Post by: devonapple on August 04, 2011, 10:33:57 PM
The main liability with the whole Wizard+Computer equation (aside from it being non-canonical, but that is waived for the purposes of discussion) is something physical crossing whichever Circle happens to be extant.

With a wireless keyboard/mouse and a rechargeable laptop computer (unplugged, in a Circle) accessing the Internet wirelessly, with the wireless transmitter some distance from the Wizard, this is theoretically plausible, though has ergonomic/vision challenges for the user - also, keyboards and wireless routers will need replacing regularly. Integrating a USB-powered projector would allow the laptop to project to a screen large enough for the Wizard to see more effectively, but would run down the battery more quickly.

The Butters-GPS example is a common component of these discussions, so it should be taken as understood that wireless signals aren't Circle-breaking. Nor should light be - electronic or otherwise. Power cables, however, are, and that's the most obvious barrier. Without reliable access to power, peripherals are limited: you can't really hook up a large-screen monitor or a printer.
Title: Re: Technomancer
Post by: Discipol on August 05, 2011, 06:37:43 AM
You... really don't read the posts you reply to, do you?
Wireless. Keyboard. Outside. The. Circle.
Computer. Inside. Circle.
Wizard. Outside. Circle.

You'd go through wireless keyboards like mad, but... the computer should be safe.

But- you are right- This is Dresden, and magic/tech are supposed to be inimical. Trying to work around that... not quite appropriate.
My idea about using a circle was more of a funny joke than anything else. That, I thought, was clear from context.

While I'm here though... no reason sponsored magic should upset tech, right?

I do not, but keyboards are technology, he hexes that. Wireless waves are energy and since magic and energy are kinda the same thing, hexing can occur as jamming of that, or you type Q and the computer receives the instruction "self destruct". You are really trying to scratch our ear with a sword.
Title: Re: Technomancer
Post by: seandageek on August 09, 2011, 03:57:51 PM
We're using Technomancers in the game we just started based in Los Alamos, NM. We've taken a different tack on the Technomancer. Technology is magic in our world. A Technomancer is typically a minor talent who through long complicated rituals, called 'experiments', codifies a magical process to the point where non-magical humans believe in and can use the magic. Normal mortals don't understand the magic behind the tech but are given words like 'electron', 'hard drive', and 'cell phone' to reinforce their belief that a technology works and help activate the magic. With newer technology mortals don't always believe strong enough or in large enough numbers and the tech breaks. These incidents are referred to as 'bugs'. Wizards and the like, who change reality through their will and belief, cause havoc with the delicate balance of belief built into newer tech (older tech is believed in more strongly and takes more to overcome).
Title: Re: Technomancer
Post by: devonapple on August 09, 2011, 04:28:51 PM
We're using Technomancers in the game we just started based in Los Alamos, NM. We've taken a different tack on the Technomancer. Technology is magic in our world....Wizards and the like, who change reality through their will and belief, cause havoc with the delicate balance of belief built into newer tech (older tech is believed in more strongly and takes more to overcome).

So, you're playing "Mage: the Ascension"?
Title: Re: Technomancer
Post by: seandageek on August 09, 2011, 09:18:07 PM
Yes but flavored a bit more towards Robert Heinlein's "Waldo" and using a better rules system in a better setting.  ;)  It probably helps that half of my group are Physiomancers (aka. physicists) in real life.
Title: Re: Technomancer
Post by: Roxy Rocket on August 10, 2011, 03:16:40 AM
I think that when you ask the question 'Is it consistent with the dresden-verse?' and whether electrons count as objects for breaking a magic circle you miss the big picture.

Those maxims at the start of the RPG book are about stories more than setting. They're about a Star Wars where the empire will fall and the Galaxy is saved because Luke redeems his father, not because their economy doesn't work or their leader is assassinated. It's difference between The Matrix and Inception or Star Trek and Stephen King.

Reconciling magic and science into a Theory of Everything just doesn't feel like a very Dresden-ee thing to do.
Title: Re: Technomancer
Post by: ARedthorn on August 10, 2011, 05:00:12 PM
No, that's agreed. It's not very dresden-y... but I would be amused to see a young mage who just... couldn't give tech up and kept trying to find a way (and of course, failing)- That is dresden-ee.
Title: Re: Technomancer
Post by: mstorer3772 on August 10, 2011, 09:29:00 PM
Meh.  Put the power plug (& cable jack) on the floor instead of the wall.  Put a Circle around the plug.  Put your TV in the circle, along with a little spirit to play remote control.

Heck, make it two circles, air-lock style.  Really weak ones designed to be raised and lowered FROM THE INSIDE by the spirit in question.  Then your TV need never be exposed to your wizardly "background radiation".
Title: Re: Technomancer
Post by: devonapple on August 10, 2011, 09:52:07 PM
Meh.  Put the power plug (& cable jack) on the floor instead of the wall.  Put a Circle around the plug.  Put your TV in the circle, along with a little spirit to play remote control.

I believe we are supposed to assume that the circle has a "floor" barrier as well, or else spirits could just go under the Circle and come up to get the occupants. A ceiling is a touchier subject: I don't think anyone really expects it to radiate out to infinity, or a passing bird or bit of space debris would wreck it.

In which case, the prongs of the power cable, as well as the ethernet/cable jack, are still breaking the floor of the circle.
Title: Re: Technomancer
Post by: Roxy Rocket on August 10, 2011, 11:55:13 PM
No, that's agreed. It's not very dresden-y... but I would be amused to see a young mage who just... couldn't give tech up and kept trying to find a way (and of course, failing)- That is dresden-ee.

This is exactly what Butters is about when he tries to science things together. Murphy does it too, (by holding her nose and saying 'I am the law.') Sanya clings to his cobbled together philosophy. They're kinda stuck on things.

It's important to remember circles and true love don't correspond with geometry and chemicals. While solving these sorts of problems can provide interesting material it may also be bad for the story, trivializing a problem or filling it with exceptions to the Maxims.
Title: Re: Technomancer
Post by: Masurao on August 11, 2011, 10:42:34 AM
The Butters-GPS example is a common component of these discussions, so it should be taken as understood that wireless signals aren't Circle-breaking. Nor should light be - electronic or otherwise. Power cables, however, are, and that's the most obvious barrier. Without reliable access to power, peripherals are limited: you can't really hook up a large-screen monitor or a printer.

Just let the power-cables enter the circle through the ceiling or floor et voilā! No physical crossing of the actual circle :)
Title: Re: Technomancer
Post by: devonapple on August 11, 2011, 04:06:45 PM
Just let the power-cables enter the circle through the ceiling or floor et voilā! No physical crossing of the actual circle :)

Again, I believe we are supposed to assume that the circle has a "floor" barrier as well, or else spirits could just go under the Circle and come up to get the occupants. A ceiling is a touchier subject: I don't think anyone really expects it to radiate out to infinity, or a passing bird or bit of space debris would wreck it. So there must be a ceiling as well.
Title: Re: Technomancer
Post by: Masurao on August 11, 2011, 04:17:43 PM
Again, I believe we are supposed to assume that the circle has a "floor" barrier as well, or else spirits could just go under the Circle and come up to get the occupants. A ceiling is a touchier subject: I don't think anyone really expects it to radiate out to infinity, or a passing bird or bit of space debris would wreck it. So there must be a ceiling as well.

Darn you and your stupid reality-check fantasy-realm-reality-check! I can never resist that maneuver...
Title: Re: Technomancer
Post by: mstorer3772 on August 11, 2011, 05:12:30 PM
It's also possible to broadcast power without wires.  You can make an AM radio that runs entirely on the radio signal it receives.

It's much more efficient at shorter ranges.  You can have an induction system with a little gap where the Circle will be.

PS: If the circle interrupts radio signals and EM flux (yes, that is redundant), well, that has Useful Applications as well.  Physical Body detectors.  Raise a Circle which blocks an induction power supply.  When any physical object crosses the circle & breaks it, The Power Flows.  Whatever is inside the circle can now broadcast normally, which is detected elsewhere and Alarm Bells Ring (or claymores detonate, or whatever).

In "Even Hand", Marcone is able to activate a circle that Gerd set up by pressing a button attached "to the magical equivalent of a 9v battery" (IIRC).  This may have required a conscious act on Marcone's part, or it could be the simple mechanical act of pressing the button that activated the circle.

If it's the later, you can remotely enable and disable circles, with modern motors doing to work and and computers making the decisions.

And that could be HUGE.

From Even Hand again, imagine that Fomor sorcerer guy trying to cast spells across any distance when there is ALWAYS a circle between him and his targets.  They needn't all be the same size, so long as two active circles don't cross one another.  Every time he walks through one, two more spring up. 

Hail Hyrda!

Suddenly Gerd and Hendricks get to walk right up to him and start hacking away.  And that fight could be wrapped in a larger circle, preventing Fomor Boy from doing aught but bleeding as he's chopped into gumbo.

Where's your ego now, bitch?
Title: Re: Technomancer
Post by: Irenbayne on June 06, 2014, 07:18:28 AM
(click to show/hide)

As the spoiler explains, the books have now made it fully clear that having access to non-mortal magic can allow a mortal wizard to use technology as delicate as a cellphone. This means there's no reason a mortal magic user couldn't get a gift/deal/blessing/birthright/whatever which would allow them to use tech.
Title: Re: Technomancer
Post by: polkaneverdies on June 06, 2014, 07:52:55 PM
iirc Woj said lily was mistaken about that.
Title: Re: Technomancer
Post by: Belial666 on June 06, 2014, 11:40:03 PM
1) A magic circle needs an act of will to "activate", even if such an act is miniscule. You can't have one activating on its own.

2) Magic circles do not interrupt signals. Butters was able to use a GPS inside one with Harry standing outside.

3) Magic circles can be made in a way that they aren't interrupted by their material. A circle made of cables will not be interrupted by cables crossing it.

4) Magic circles aren't absolute. A sufficiently powerful magic can go through one, as can sympathetic links.

5) Magic circles don't protect from magic with physical effects. An Earth or Spirit spell that hurls a boulder at you will break the circle without stopping, then smash you flat. An ice spell hurling hypervelocity ice shards will rip you apart, magic circle or no magic circle (or even magical immunity, for that matter). An Air spell hurling air a you hard enough to pick you up and smash you against a wall will similarly ignore circles.
Title: Re: Technomancer
Post by: Locnil on June 07, 2014, 06:40:39 AM
Well, since this has come up, I should mention that Jim got and answered a question about circles in his latest AMA.
Title: Re: Technomancer
Post by: CrimsonJoker on June 28, 2014, 02:19:33 AM
If I recall hexing had yo do with age as well. Harry has to use a part world war II Beetle and McCoy's stuck with a 1930's truck, so maybe a teenager like Molly could manage to use older computers and phones.

In my group two PCs had a brief conversation with their cellphones, with the Wizard convincing me that some could manage to use them. I let it slide and handed him a penny so the phone would cut out at the first inconvenient moment. I'm future sessions I'm probably going to compel him hard and often if he relies to much on it, but it was never stated how advanced it was anyway.

That said, Technomancy would be a hard skill to pull off. You would need to either have weak and limited magic or be better at controlled magic than damaging/powerful magic (Molly, Elaine). Sponsored magic helps too.
Title: Re: Technomancer
Post by: Troy on July 02, 2014, 12:11:41 AM
I was writing a custom power involving technology for a character in the RAGNAROK:NYC game (see the link in my signature). This power didn't involve magic per se... or spell casting... this particular character was an Emissary of Power. She would have been the Emissary of the Singularity, and the Singularity projected subroutines of its consciousness back in time to the era that would have been the dawn of the singularity. It was curious about it's origins and wanted to understand humanity better, so it merged it's consciousness with a willing mortal in 2014. As a result, this mortal gain powers.

This is a rough draft and the very first thing I wrote once I learned the Fate/DFRPG system.

TECHNOPATH [-1]
Description: You have an uncanny aptitude with machines and electronics, one which spellcasters envy. Techpathic ability could have been latent in certain human beings since the dawn of time, but unnoticed because the ability is harder to use the more primitive the technology. In the 21st Century however, not only is technopathic ability extremely useful, but seems to be manifesting more frequently in the population.

Musts: You must have an aspect associated with your nature as a technopath. You must not be a spellcaster in any way, shape, or form. If you ever gain a spellcasting ability (YS179) this power and any associated powers are lost.

Note: This ability is distracting and requires concentration. Any use of this power reduces Alertness rolls to Medicore +0.

Skills Affected: Scholarship, Alertness, Craftsmanship

Effects:
Peer-to-Peer. You interface with technology as if you and it were one in the same. You can operate any technological device or machine simply by touching it. You can start and drive a car by merely sitting in it, pwn noobs in video games just by holding the controller, hack ATM machines with a simple caress. Technology obeys your commands with a Fair Scholarship roll as long as you remain in physical contact with it.

Tech Support. Technology likes you so much that it refuses to malfunction in your presence and is completely unaffected by the hexing of spellcasters within X zones of you. You may also diagnose a malfunction in any machine by simply touching it. You get +2 on rolls to repair or debug machines and software.

Wireless. There are invisible signals all around us: television signals, radio waves, cell phones, wi-fi transmission. Invisible to everyone but you. You can see the myriad streams of information racing through the airwaves and interact with them. You don't need a handheld device as your middleman. Whenever you tune-in to wireless signals, you can understand them as if you were using a cell phone, computer, etc. Isolating a specific signal requires a Good Scholarship roll. This enables you to eavesdrop on telephone conversations, listen to radio stations in your head, surf the web in your dreams or even watch TV with your eyes closed!



I had intended for there to be upgrades to the power at a cost of -1 Refresh each. There would be things like the ability to inhabit machines the same way BCV can take possession of people and stuff like that. There would have been the ability to construct or jury rig machines that could do just about anything ... ala ... "any sufficiently advanced technology, etc..."  Stuff like that.

This isn't really technomancy, but it's what I've got. :)

Thanks for your time!
Title: Re: Technomancer
Post by: solbergb on July 20, 2014, 06:03:01 AM
You all have the right idea but are doing it backward for the simplest solution of the wizard who wants to use the Internet.

The wizard with the wireless keyboard is INSIDE the circle
All the other tech is outside.

Solves most of the power issues.  The wireless keyboard is a bit more of a problem but that's cheaper than a computer system and you don't have as many ergonomic issues (you can position the monitor etc at the right height, wizard in chair in circle etc).

Of course the easier system is to put the wizard inside the circle and have a minion.  Teach a faerie that you summon how to work the computer, for example.  Or put yourself in a circle, then have your mortal buddy power up their smartphone.  The only reason Butters had to use the GPS in the circle was that all of Chicago was under a hex at the time.  Hell, given how Bob the Skull's been used in the past few books, Harry could have had Bob doing his internet searches for a decade, if he knew what the internet was.

A real technomancer is a bigger problem, but just because Harry's anti-hex ward was pathetic in the TV studio doesn't mean a competent wizard who lacks aspects such as "Not so Subtle but Still quick to anger" and instead has things like scholarship 5 and a "Bleeding Edge Technophile" aspects couldn't do better.  If hexing is tied at all to how familiar the tech is, you should be able to invoke appropriate aspects to prevent inadvertent hexing of your own tech, as long as you keep a fate point or two handy.   And your Block against Hexing via Thaumaturgy could be much, much higher than your actual ability to hex even deliberately.

If I did a technomancer, step 1 would be conviction = Average.  Base the character on thaumaturgy, maybe have some magic item slots used for combat boom (or power foci for evocation or hell, just take mental stress if you really need to bust out some boom).  Most of the time you're a low risk to hex anything anyway.  Add that to routine thaumaturgy to screen what you carry and what's near you and a good discipline score and you're good to go.
Title: Re: Technomancer
Post by: Blk4ce on July 20, 2014, 08:41:32 AM
Why no one thinks of the obvious solutions? Magic evolved again and changed its quirk. It doesn't hex anymore. You are the first wizard of this generation. Your magic has a different side effect ( maybe it gives you warts, changes the weather, produces static, anything).
Title: Re: Technomancer
Post by: Haru on July 20, 2014, 10:43:09 AM
The wizard with the wireless keyboard is INSIDE the circle
All the other tech is outside.
That'll still fry the keyboard. Pretty quickly as well, since the building magical energies can't escape the circle.

I think simpler solution would be one of two ways. Either you go ancient tech or you build a magic to technology adapter.

The first is pretty simple. Build a keyboard like an old mechanical typewriter and have them work through pulleys and wires to be a long distance away, before it gets in contact with the electronics. The image can be projected through lenses and mirrors, so the only thing that arrives at the wizard is the image itself, without anything electronic.

The magic to technology adapter works similar, though it replaces the pulleys and wires with magic. There are multiple ways to do this. For example, you can create a magical keyboard that projects an image of the pressed keys and a camera sends it to the computer.

Another way to go would be completely magical, but I guess it's going to be a full time job just maintaining it. The main benefit to having a computer would probably be the internet. You can't really emulate a regular computer, but you can emulate an internet machine. There are some basic protocols, and you'll have to build a magical construct that is able to interpret the information through the right protocol. After that, you'll need a connection to the internet. Again, the most robust way to do so seems to be using light to transmit the information. Get an optic cable, create a magical construct to communicate with the internet in the right way, and you are golden.

Then again, it's probably easier to bribe a spirit of intellect to hook up to a cable and do all that for you.
Title: Re: Technomancer
Post by: solbergb on July 20, 2014, 01:44:53 PM
Thought of another approach a photomancer might do.

Ok...we know light can travel through a circle without issue.  Wizards are always bringing up light and it illuminates stuff inside circles, or stuff outside if the wizard's inside.

So set up the wireless computer as above, with wizard inside the circle, except our high-scholarship, high-lore "Bleeding Edge Technophile" with thaumaturgical specialization and foci in Photomancy uses his Sight to analyze what signals that the wireless keyboard is sending to the computer and because "X-Rays to Radar, It's all Light" he works out a spell that magically generates the correct wireless signals inside the circle, then they travel in a mundane fashion outside the circle and into the receptors of the computer.

Heck, it's the same principle Loadrunner uses to pretend to be thousands of users of web-forms for stress testing.  It doesn't use an actual browser, it just simulates the signals browsers would send to the server.  Except with hardware, not software.   Because the magic's all happening inside the circle, and only an indirect effect is sending signals to the computer it shouldn't hex anything.   (Same principle as some of the evocations we see Harry doing in Skin Game near the end to bother magically-resistant critters).

Heck, part of your ritual component could be an old-school mechanical keyboard, unpowered, if you need the typing metaphor to help make it work.
Title: Re: Technomancer
Post by: solbergb on July 20, 2014, 01:48:22 PM
Why no one thinks of the obvious solutions? Magic evolved again and changed its quirk. It doesn't hex anymore. You are the first wizard of this generation.

I actually like better the other approach.  You're so old your magic just sours milk, etc.  But the impression I got from the Dresdenverse (or at least Bob) is that magic changes for everybody, not just individuals, although there is also individual variation.  So this approach is a fairly major change for the entire universe, where a magus working with the existing restrictions to minimize the risk (actually understanding tech as it evolves via scholarship, being low conviction, being good at thaumaturgy that blocks hexes, using circles when major work must be done) uses the existing paradigm and, for me, would be more fun because you'd have the "how do you DO that" from other practitioners aspect, including the suspicion that you might not be mortal at all.
Title: Re: Technomancer
Post by: jstomel on September 02, 2014, 08:28:32 PM
I actually like better the other approach.  You're so old your magic just sours milk, etc.  But the impression I got from the Dresdenverse (or at least Bob) is that magic changes for everybody, not just individuals, although there is also individual variation.  So this approach is a fairly major change for the entire universe, where a magus working with the existing restrictions to minimize the risk (actually understanding tech as it evolves via scholarship, being low conviction, being good at thaumaturgy that blocks hexes, using circles when major work must be done) uses the existing paradigm and, for me, would be more fun because you'd have the "how do you DO that" from other practitioners aspect, including the suspicion that you might not be mortal at all.

While magic might change for everyone, we don't know if it changes all at the same time. I mean, there probably wasn't a single day when every wizard woke up in the morning and found that their magic was frying telegraphs rather than souring milk. Maybe it is a gradual process. We have a technomage in my campaign and the way I am handling it is that the nature of magic is starting to change, but right now it only affects a few individuals. In a century, everyone will be on the new system.
Title: Re: Technomancer
Post by: potestas on September 06, 2014, 12:15:46 AM
Depends on...
First, there has to be a wizard in the group... ;) Second, the technomancer would have different possibilities to use his power. The more obvious, the more are the chances that the characters will find out and start to detroy all his little toys. But things like using public surveillance cameras for his purpose, shutting down all automatic doors in a mall and things like that aren't that much obvious and can easily explained by a hacker or some other kind of competent tech. And the characters will have to think a long way before starting to suspect something like a technomancer...

But anyway, it is only an idea and a crude one...

i dont think its a bad idea at all as long as you dont mix it with mortal magic for a few more decades or centuries. Theere are gods dedicated building Hephistus (sp) comes to mind, he could be the sponser, all sorts of ritual and evaothum to control stuff, you could have the ultimate spymaster. Nick could only read some shadows, s=you would have eery camera in the city. Or if you really need to go the mortal route redirect it into items but your items look like normal stuff.