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.:Technomancy:.
Wielders of the modern magic. Blasphemers. Witches. The technomancers go by many names, but could care less what others think of them. They are generally far more occupied with attempting to control their abilities.
Technomancy was discovered as computers became increasingly advanced. A scientist whose name has long been forgotten by history once suggested that computers are merely mirror images of the human mind and that perhaps humanity could manipulate electricity as computers do. Through decades of research, this theory was indeed proven to be true. Thus technomancy was born, and the rejection and fear of technomancers began. Nowadays, the laboratory is generally the final resting place of a technomancer, as the multinational corporations desire to dissect them and reproduce their powers with technology. In some instances, they have succeeded.
Technomancy is the term given to the inborn talent to control electrical impulses outside the body. This ability can not be learned later in life, and must be present from birth, though certain technomantic powers have been reproduced by machinery. Technomancy is an incredibly difficult ability to master, and is known to be quite uncontrollable; thus are technomancers often shunned by society.
At the most basic level, a technomancer can create and eliminate electricity. They are capable of cutting off the flow of energy to machines, thus turning them off, or increasing the flow enough to destroy said machine. At increasing levels of skill, a technomancer can control a machine, eventually reaching a point at which computers can be operated without a single input device. Eventually, the technomancer can extend their conscious into the computer and browse networks. These individuals are especially dangerous hackers, as they are able to directly manipulate firewalls and other anti-hacking measures; however, if the hacker’s conscious is corrupted or deleted, they effectively die, their body reduced to little more than an organic shell, and if the body is killed while the conscious remains in the system, the hacker essentially becomes a free-roaming A.I. The most powerful technomancers can manipulate the electricity levels in the air, creating bolts of lightning and massive electrical storms, as well as hack the human mind, though the mind has a way of fixing itself after a short time.
Powerful though it may be, Technomancy is not without its drawbacks. As these abilities increase in power, the time required to invoke them increases proportionally. Thus, even the most advanced of technomancers requires a significant period of time to perform a mind-hack or concentrate electricity onto a focused bolt. In addition, technomantic powers are susceptable to the same sort of things that disrupt electronics; in the presence of magnets, technomancy is weakened, and becomes quite unpredictable when used in water.
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