Transhuman Engineers

= Transhuman Engineers = “Quote.”

Description

Origins
Parentage: Obrimos, Free Council Background:

Appearance:

 

Doctrine
Prerequisites: Forces 2, Science 2, and one of the following at 2 or higher: Computer, Crafts, Expression, or Medicine

Initiation: The Engineers are not too difficult to join up with. For this reason, the Legacy has an unusually large number of mages in its ranks. A mage who wants to join the Transhuman Engineers faces only one test: impress me. That’s all it takes, is to impress a current standing member. Of course, impressing a Prime Mover isn’t easy, as many of them have seen it all (or believe they have). The nature of this impression is unique to each tutor. It can be as difficult and drastic as a mage showing how she podcasted from the top of Mount Everest. It can be as simple as designing a cool new GUI (graphical user interface) for a hip, pop culture website. What amuses and astounds one Engineer might bore another one.

Organization:

Magic
Ruling Arcanum: Forces

Yantras: Using technology to cast spells (+1), Enhancing a technological device in accordance with it's purpose (+2), Casting a spell to work in tandem with an existing device (+1)

Oblations: Convincing another person to try some “new” tech, hacking a system you never hacked before, playing with a newly purchased (or stolen) “toy,” reaching a hidden level or secret in a video game, ritually inscribing a favored tool with alchemical symbols, writing a computer program

Attainments
Description of attainment philosophy

First: Reception
Prerequisites: Forces 1, Initiation

Tune In (Reach: Casting Time):

The Prime Mover may open themselves to the wealth of information swirling all about them, taking in the raw energy of free-floating data and converting it into information they can comprehend. Each activation of this ability lasts for a number of turns equal to the caster's Forces dots.

Optional Arcanum: Prime 1

Word of Command (Reach: Casting Time):

By tinkering with a magical device a Prime Mover may activate it even without full comprehension of it's normal requirements.

Second: Connection
Prerequisites: Forces 2, Science 3

Transmission (Reach: Casting Time):

By manipulating electromagnetic energy in their immediate vicinity, an Engineer can hijack local radio waves to send their own messages and spread the truth of their personal crusade. The Prime Mover may freely change any transmitted data passing through their vicinity, altering its message, target, frequency, or any other trait.

Optional Arcanum: Prime 2

As Above So Below (Reach: Advanced Duration):

While nearly all Prime Movers have some skill with the physical side of mechanics, their members can take simple tinkering to new heights by modifying their own magical implements. Through a prolonged session of experimentation and optimization the Engineer may enhance up to two technological devices to specialize them for magical use granting 9-again on casting checks made with them. This alignment process persists for a period of time based on the Mover's Prime dots using the Advanced Duration chart.

Third: Transmission
Prerequisites: Forces 3, Prime 3, One of Computer, Crafts or Expression at 3

Rapid Access Memory (Reach: Advanced Duration):

Through a supernal innovation that begins to blur the lines between magic and technology the Transhuman Engineers may design 'exectuable spells' that nest within mundane data storage, melding the two into a seamless whole. By taking a computer interface device with some degree of on-board capacity (memory sticks, hard drives, dongles) they may imbue a coded spell into it which can then be triggered by preset conditions described at the time of creation. This process requires a significant investment of time as the Prime Mover must first write a coded sequence describing the supernal program they are storing as well as the spell's trigger conditions and factors, and the item must be provided with an internal store of mana, one point of which is consumed every time it is activated. The Engineer may maintain up to two of these supernally enhanced programs at a time, and they persist for a duration based on the creator's Forces dots using the advanced table. In all other ways this functions identically to an imbued item.

Optional Arcanum: Prime 3

Mana Battery (Reach: Advanced Duration):

Frequently employed in tandem with their techgnostic programs, this attainment allows Prime Movers to imbue technological devices with an internal store of mana. Over the course of an hour's tinkering the Engineer may impart up to two points of mana to an object which will remain trapped within it's pattern for a period of time based upon their Prime dots using the advanced table. Any mage may access the stored mana by entering a password chosen by the Engineer during creation into the device in accordance with it's normal function.

Fourth: Activation
Prerequisites: Forces 4, Science 4

Control Electricity (Reach: Advanced Duration, Casting Time, Sensory Range):

In the modern age it is almost unthinkable to go without electricity (at least for First World countries), this reliance is likely only to grow as our technological capabilities expand. A Prime Mover may harness this abundance of power through an act of will, directing the flow of electricity through nearby systems, causing it to arc out, or even dampening it. The Engineer may control up to three separate lines of power simultaneously for each activation of this attainment and should they wish to weaken a source of electricity they may drop it by up to 3 levels.

Optional Arcanum: Prime 4

Channel Mana (Reach: Casting Time, Sensory Range):

Much as electricity fuels the modern age, mana is integral to the workings of the Awakened. By viewing the motions of such power through the paradigm of electromagnetic transference, the Prime Movers may bend it to their will, directing it along imagined cables, circuits, and breakers. The Engineer may move up to 3 points of mana per activation between vessels, mages, hallows, artifacts or other repositories she can see.

Fifth: Conversion
Prerequisites: Forces 5, One of Computer, Crafts or Expression at 4

Transform Energy (Reach: Casting Time, Sensory Range):

Through their pursuit of the Singularity the Transhuman Engineers have come to a sublime understanding of the concept of energy and the obstacles that stand in the way of humanity's ascension to it. In order to ensure that nothing so simple as a lack of power can ever bar their path a Prime Mover may freely convert any form of energy into electricty. As an instant action the Engineer may cause an energy source of up to level 3 to be converted into a pure electricity of less than or equal to the source for a duration based on their Forces dots.

Optional Arcanum: Prime 5

Platonic Form (Reach: Casting Time, Complex Form II):

By reaching toward the perfect ideals embodied within their personal crusade a master of the Prime Mover's arts may summon into being the Supernal reflection of technologies that they know will one day come to be. This allows them to expend a point of mana to produce technological devices such as hand-held supercomputers and the like which grant an equipment bonus equal to their Forces dots, though such marvels may only persist for 3 turns after creation. The devices so created must be provided with energy or fuel as appropriate to their form in order to function.