[Magiclysm] Add feral technomancers #78599
Open
+675
−3
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Summary
Mods "[Magiclysm] Add feral technomancers"
Purpose of change
Continuing adding the feral mages, technomancers are next.
Describe the solution
Add feral technomancers and feral high technomancers. They can summon conjured weapons and armor, turn invisible (high), zap you, boost their speed (high), summon animated blades (high), buff their attributes, or shoot you with a magical laser beam. They are feral so there is no guarantee they will use these spells in any intelligent fashion.
Magiclysm's world has native CBMs invented by technomancers, so you can dissect these for CBMs. You probably won't find much interesting unless it's a high technomancer, but maybe you'll get lucky. Also your morale will be shot because these are people, not zombies.
Feral technomancers sometimes show up in labs--these are the kind of people that XEDRA would have recruited.
I also implemented the first part of making the feral wizards mostly copy-from, but just on the technomancers here. The other feral wizards will wait for another PR.
Describe alternatives you've considered
Testing
Monsters exist, spells work, they cast the spells and behave appropriately, and can be dissected for CBMs.
Since they have a speed buff, a hit/dodge buff, an armor buff, a buff that lets them hit you with a blade of light (does light damage, ignores physical armor), and can shoot you with a laser, you probably want to silence them or dispel their buffs.
Or the classic wizard countermeasure--shoot them in the head before they notice you.
Additional context
There should probably be augmentation clinics in Magiclysm, but only in major cities.