Path of Technomancy

The newest path to be accepted by the Tremere hierarchy as part of the clan's official body of knowledge, the Path of Technomancy is a relatively recent innovation. It was developed in the latter half of the 20th century, and has not yet spread far beyond the North american Pontifices. The path focuses on the control of electronic devices, from wristwatches to computers, and its proponents maintain that it is a prime example of the versatility of Thaumaturgy with regards to a changing world. More conservative Tremere, however, state that mixing Tremere magic with mortal science borders on treason or even blasphemy, and some European Regents have gone so far as to declare knowledge of Technomancy grounds for expulsion from their chantries. The Inner council did approve the introduction of the path into the clan's grimoires, but has yet to voice any opinion on the conservative opposition of Technomancy.


•Analyze - Mortals are constantly developing new innovations and any Vampire who would work Technomancy must be able to understand that upon which he practices his or her magic. The most basic power of this path allows the Tremere to project his perceptions into a device, granting him or her a temporary understanding of its purpose, the principles of its functioning and its mean of operation. This does not grant permanent knowledge, only a momentary flash of insight that fades within minutes. The character must touch the device in order to apply this power. This power can also be used to understand a nonphysical technological innovation. In other words, a new piece of computer software.

••Burnout - It is usually easier to destroy than to create, and sensitive electronics are no exception to this rule. Burnout is used to cause a device's power supply, either internal or external, to surge, damaging or destroying the target. Burnout cannot be used to directly injure another individual, although the sudden destruction of a pacemaker or a cars fuel injection control chip can create a definite health hazard.

•••Encrypt/Decrypt - Electronic security is a paramount concern of governments and corporations alike. Those Tremere with techno-savvy enough to understand the issues at stake have become quite enamored of this power, which allows the thaumaturge to scramble a device’s controls mystically, making it inaccessible to anyone but him/her. Encrypt/Decrypt also works on electronic media; a videotape under the influence of this power displays just snow and static if played back without the owner’s approval. The character must touch the device or data container wich he wishes to encrypt.

••••Remote Access - With this discipline, a skilled thaumaturge can bypass the need for physical contact to operate a device. This is not a form of telekinesis; the Vampire does not manipulate the item’s controls, but rather touches it directly with the power of their mind. This discipline may be used on any electronic device within the character’s line of sight.

•••••Telecommute -
A progressive derivation of Remote Access, Telecommute allows the thaumaturge to project his or her consciousness into the global telecommunications network, sending his/her mind through satellite uplinks and ISDN lines and fiber-optic phone cables at the speed of light. While immersed in the network, the Vampire can use any other Technomancy power on the devices with which they make contact. The character touches any form of communication device: a cellular telephone, netowrk card-equipped computer, fax machine or anything else that is connected directly or indirectly to the global network. While in the Network the character can apply any other Path of Technomancy power to any device or data with which shutdown or destruction of a part of the network through wich the character's connection runs, hurls her consciousness back to her body .

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