Device Attunement

Notes on Device Attunement

Technomantic devices have a bias towards the particular vital force associated with their creator.

Because of this bias, most devices will not function for anyone that is not their creator unless they are carefully attuned to the vital force of the prospective user, a process that requires a skilled technomancer to succeed.

This bias is also what prevents the simultaneous use of technomantic devices made by different technomancers at their strongest potential, because of the interference between different vital force expectations.

The process of attuning an item

  1. If the item is newly acquired, it must be identified with a KS:Devices roll made at a penalty of minus one for every ten full active points in the primary power of the device, which takes one Turn to complete.
  2. The prospective user must don the item (with whatever extra time and other limitations have been identified)
  3. The technomancer must succeed at an attunement roll, which is a PS:Technomancer roll made at a penalty of minus one for every ten full active points in the primary power of the device. This takes one turn to complete.
  4. The attunement will take 1d6 minutes for every ten full active points in the primary power of the device. Every point that the PS:Technomancer roll succeeded by (in step 3) reduces this attunement time roll by 1d6, to a minimum of one minute, although each increment of “extra time” taken to improve the roll adds 1d6.

Technomancers receive a bonus of five on all rolls for devices they personally created.

Extra time can be taken to improve the KS:Devices and PS:Technomancer rolls.

Consequences of failed attunement

If attunement is not successfully completed, most technomantic devices will simply not function. A skilled technomancer can attempt to make a device work without attunement (at its secondary power level) by making a PS:Technomancer roll at a penalty of minus one for every ten full active points in the device.

In extreme cases, with very powerful devices, attempting to use them without attunement may result in backlash against the users vital force (which takes the form of ½d6 CON damage per ten full active points in the device).

Extracting XP from extant devices

Sometimes technomancers will want to re-use the vital force they have invested in a device. This is an extremely risky endeavour, but still attractive given how much effort it takes to gain new vital force for use in more powerful devices.

  1. The process of extracting vital force from devices takes 1d6 hours to complete for every ten full active points in the primary power of the device. If the process is interrupted for any reason, the extraction fails.
  2. At the end of the extraction time, the technomancer must succeed at a PS:Technomancer roll at a penalty of minus one for every ten full active points in the primary power of the device. If the PS:Technomancer roll does not succeed, the extraction fails.

Technomancers receive a bonus of five on all rolls for devices they personally created.
Extra time can be taken to help ensure success, in the form of 1d6 additional hours for a +1 to the PS:Technomancer roll. This additional time must be continuous and uninterrupted with the base hours taken.

The device is destroyed whether or not the extraction process succeeds.

If the extraction process fails, then the technomancer takes 1d6 CON damage for every ten full active points in the device.

At CON 0 or below, the character must succeed with a CON roll to expend END in any way. This usually results in death unless the technomancer receives medical attention.

Device Attunement

Their Own Devices gregpdawson gregpdawson