Technomancer

CLASS DESCRIPTION

A Technomancer is an engineer that has tapped into the arcane energies, typically through a scientific breakthrough that allowed them to create, sometimes by accident, an artefact to act as a conduit. Using this Arcane Conduit they are able to harness arcane with which they can power their machines, charge weapons, infuse armour and create autonomous machines with arms and legs called Automa. These constructs are semi sentient, given a thought engine by the arcane conduit.

Technomancers don't often leave the workshop, but those that do take their Automa with them, along with arcane infused weapons, with which they have practised martial skills. Their arcane conduit also allow them a degree of spell-like abilities that mimic the arcane powers of a mage, their combined martial and arcane skills make them much sought after by leaders of adventuring parties.

Proficiencies

Simple or Light one handed weapons.
Simple or Light two handed weapons.
Thrown ranged weapons.
Light or Medium armour.
Light shields.

Manoeuvres

Step Aside

Step Aside description coming soon


Step Aside game effect coming soon

Step Aside game effect coming soon

Heavy Strike

Heavy Strike description coming soon


Heavy Strike game effect coming soon

Heavy Strike game effect coming soon

Critical Strike

Critical Strike description coming soon


Critical Strike game effect coming soon

Critical Strike game effect coming soon

Arcane Strike

Arcane Strike description coming soon


Arcane Strike game effect coming soon

Arcane Strike game effect coming soon

Spellcasting

Catalyst

Description coming soon


Keywords: 0

Arcanum Sheild

Description coming soon


Keywords: 0

Arcanum Missiles

Description coming soon


Keywords: 0

Suppression Blast

Description coming soon


Keywords: 0

Spellcasting requires the Technomancer to be in possession of a arcane Conduit.

Skills:

Steady Hands

A steady hand allows much more precise work whether it be with tool or weapon.


Combat Effect: Reloading weapons or tools is done as a free action.

Passive Effect: Character is not at risk during dangerous hand tasks providing they can concentrate on the task fully.

Focused

Focused description coming soon


Combat Effect: Focused game effect coming soon

Passive Effect: Focused game effect coming soon

Crafting:

Manaforge (Arcanum Conduit)

Manaforge (Arcanum Conduit) description coming soon


Crafting Effect: Manaforge (Arcanum Conduit) game effect coming soon

Pseudo Infusion (Arcanum)

Pseudo Infusion (Arcanum) description coming soon


Crafting Effect: Pseudo Infusion (Arcanum) game effect coming soon

Citizen Portrait

Adventurer Technomancer melee arcarnum spellcaster

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Artwork of Terrainia

Last updated on the 28th April 26
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THE CONCEPTION

Terrainia started off in 2004 as a single island for a role-playing game (using a well-known and popular third edition rule set). This island became wonderfully detailed, players would recognise who they were dealing with when suitable miniatures (made by another well-known table-top games company) were placed on the table. But eventually the players finished the campaign, and managed to slay the dragon, or so they thought.

So with the campaign over, but the desire to continue burning ever bright, further areas were designed and planned, and over the course of five long but enjoyable years the world grew exponentially. At its peak of these five years there were six regular groups, around forty players, two dungeon masters, and a world as large as Earth drawn up and with huge levels of detail.

THE EVOLUTION

While that is where Terrainia was born, now twenty-two years on and the development hasn’t stopped, we began to construct this website in 2010 as a resource for our players to use. Then in 2020 (during the world wide pandemic), our founder took the opportunity to flesh out the world even more and add this to the website, during which thoughts turned to sharing Terrainia with the rest of the world.

It was at this time that the founder began to commission artists. Budgets were low, and it took time to find the right artists with the right style. But over the next few years, the main cast got made: the deities, the primary heroes and villains, then monsters. It was important for the founder that all artwork was theirs, monster design was theirs, and in turn, game systems were theirs — we did not want to copy or reproduce existing systems.

Along with the game world, contributors are writing novels and designing games, all set within Terrainia. At the time this page was last updated, there were no fewer than seven different games/books in production. Soon we will have links to these games/books for you to immerse yourselves within.

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THE FUTURE

After this first wave of games and books, who knows? But one thing is for sure: there is plenty of material, and our aim will be to share this world with as many fantasy fans as possible.

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