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Mega-Heroic Moments for GammaFinder

GammaFinder, the simple post-apocalypse rules and micro-setting for Starfinder, isn’t just about adventure in the ruined, glowing remains of a once-proud society. It’s also about those mega-heroic moments that all too often come only once every few campaigns. The wondrous, fist-pumping, yahoo-calling, better-than-a-natural-20 things that we all remember for years.

But given how harsh GammaFinder can be, those moments may be too rare. So we’ll cheat. We’ll add a few. (You can port this rule to any other Starfinder-compatible game as well, of course.)

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Every character can invoke one mega-heroic moment. If they do so and manage to reach 10th level, they regain the ability to use one mega-heroic moment, but that’s it.

Each mega-heroic moment can be invoked only once per campaign. If you use it, no one else can. Strike it from the list. Otherwise, any character who has a mega-heroic moment still coming to them can use any of the mega-heroic moments.

This is a short initial list of available mega-heroic moments. More may come later.

Do You Want To Live Forever?
When you are about to be knocked unconscious, killed, or made helpless, some unexpected force from your past saves you. Maybe a quantum valkyrie of your lost love deflects the deadly blow. Maybe a witchwarper version of yourself from another reality pushes you out of the way. Maybe ghosts of your fallen allies scream a warning at the last second.
Immediately negate all damage and conditions caused by one attack, trap, hazard, spell, or effect against you. If it is from an ongoing effect, you are immune until the beginning of your next round.

Fly, You Fools!
This is it. The big sacrifice. Everyone lives. You die.
For now.
All your allies in this encounter, living and dead, escape. Those who were dead turn out to be only mostly dead, and are instead unconscious and stable. You stay and hold the line, and die.
But when one of your allies next gains a level? You return, having also gained a level. Maybe you were literally resurrected. maybe it’s a version of your from another reality. Maybe all of reality is a simulation and your return is a glitch in the system. You get to rebuild your character as if you had used a mnemonic editor.

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How’d You Get Up There? – Wasn’t Easy!
Your allies are shocked at where you suddenly pop up. Perhaps you achieved the ultimate stealth route. Maybe you found a split-second wormhole and used it to your advantage. You might even have just run faster and further than anyone expected. The truth is you;re not 100% sure how you made it there yourself, so you are always going to be vague on the details.
Select any location within line of sight and line of effect of any ally. You are at that location.

I Want To Show You A Trick Mother Showed Me When You Weren’t Around.
It’s a secret you have carried with you until this moment, aware you can only do it once. Maybe you have a weapon from the Unburned World with only a single charge left in it. Maybe a sentient spell was been riding along with you, waiting for the one and only moment when it could be cast. Maybe you have a mutant power that takes 100 years to recharge. Whatever it is, it’s a surprise to everyone else, and it’s about to hurt.
Select one target within line of sight and line of effect. It takes an amount of damage equal to 1d6+4 multiplied by your character level. This may be of any damage type, and bypasses any resistance, immunity, or miss chance.

You Are Already Dead.
It seemed like no more than an ordinary attack, but you know better. You hit a secret pressure point, or slipped a grenade into their shorts, or smeared a single self-replicating nanite flesh-eater into the wound. That extra act has gone unnoticed, until now.
Select one foe, trap, or hazard within line of sight that you injured within the past 10 minutes, or that has an unhealed injury you inflicted on it. The foe must have a CR no greater than your level +1. It dies if living, is destroyed if undead, breaks if inanimate.

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I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

 

GammaFinder Index

GammaFinder is a post-apocalypse setting for the Starfinder Roleplaying Game. I have multiple articles that begin to describe and define GammaFinder, and this is the index to all of them.

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CORE RULES AND SETTING
The basics.

GammaFinder Rules. Simple rules for post-apocalypse gaming using Starfinder, along with just the hint of a setting *mostly to justify calling it ‘GammaFinder.’)

The Unburned World. A larger article that includes a quick description of the pre-apocalypse Unburned World, and the Chasm of History that separates it from the modern era.

Titans. Halfway between landmarks and gods, no one is sure where these motionless giants come from, or what their purpose is. But they have a real, if subtle, effect on the world around them.

PLAYER OPTIONS
Beyond the core rules, here are the things players can use.

Mega-Heroic Moments
You just get one, but when you use it, it’ll be memorable.

Themes
Alphite. You were raised in the domed city of Apha, before it was destroyed.
Brain-In-A-Jar and Murderous Toy. These stretch what themes are supposed to do to their limits, to give weirder character options.

GM TOOLS
Beyond the core rules, these are things the GM can use to help built the setting and its feel.

Halidoms.
Weird relics of the Unburned World, from before the Chasm of History. Presented conceptually in Part One, and rules for PCs trying to figure them out in Part Two.

Survival.
Survival is a key theme of post-apocalypse rpgs. Starfinder has a “Survival” skill. Making skill checks to survive every day is boring, and no one wants their game to end because everyone starved to death. And tents, even high-tech tents, tend not to actually make a difference to PC’s health and happiness.
These rules fix all those issues and brings them together.

MUTANTIARY
These entries are like a bestiary, but for weird mutant threats!

Hammerderm It’s a dangerous sonic shark-rhino mutant.

BOOMER EXTRAS
The spectacularly creative Clinton Boomer has done some additional material for GammaFinder, and we’re thrilled to link it here for folks who want Moar Weird!

Fist of the Gamma Star. Ready for Post-Apocalypse Martial Arts?

Footprints in the Burning Wasteland. Each blasphemous caress of your sorcery is, of course, a unique & terrible thing.

Omegamancy. Even after the world ends, some things are forbidden.

Reek of Corrupted Wasteland. You can smell what the Omegamancers are cooking!

 

Themes for GammaFinder, Part 2 (Brain in a Jar, Murderous Toy)

So we introduced some quick and easy rules for GammaFinder, a post-apocalypse campaign hack for Starfinder, introduced the concept of the Unburned World and its relics (Halidom), and then gave some Halidom game rules.

PA Mist Below

Since these have proven very popular so far, I thought I’d try some more GammaFinder stuff, and see how it goes over. Since my simple rules cover things like mutation, and ancient weird tech and magic is covered by Halidoms, it seemed to me the main thing we still needed were some GammaFinder-specific themes.

So I did the Alphite theme. I really like it. It’s a classic vault dweller/domed citizen/erudite lost-lore kind of theme. It’s important to have some useful, interesting options that are easy to pick and create typical characters. Lots of players want that.

But… it’s not weird. Some of the fun of GammaFinder-style settings is that it lets you play WEIRD characters and they don’t stick out like a sore thumb. If the world has cyberdinosaurs, cryptowizards, and psychic evil plants as part of the standard setting, you can do something a bit weirder than a human alphite and just be part of the quilt of crazy.

So, let’s do some crazy themes.

Brain in a Jar (+1 Wis)
You had one really, really bad day. You suffered a serious injury. Kind of the ultimate injury. You lost your body. Everything but your brain, which is now kept alive by a life support system using tech from the Unburned World, which no one really understands or can replicate. Maybe you remember that really bad day, and are driven to seek revenge on those who did this to you. Maybe your yearning to feel the wind on your face again defines your every choice. Or  maybe you just came to, a brain in a jar, and this seems entirely normal to you.
You are unlikely to appreciate “jarhead” jokes.
In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

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Theme Knowledge (1st)
Although you are a living thing, determining your species is tricky. Because you are just a brain in a jar. Recall knowledge checks to determine anything about your biology other than “you are a brain in a jar” take a -10 penalty.
Note that your jay has mechanical limbs, sensory inputs, mobilizers, speakers, and so on. With the exception of a sense of touch or the ability to determine the ambient temperature, you can do all the things a person with a body can do. Since these systems all interact with your brain and need the basic of biology to keep your brain alive, you are also still subject to things like starvation, suffocation, injected poisons and so on. These systems may extend out from your brain, or even form telescoping armor around you as you move, but when you are stationary or asleep, it all folds back to reveal your brain. In a jar.
Medicine checks made regarding you also take a -10 penalty. However, anything that can normally be done with Medicine can also be done for you using Engineering (at no penalty), and you can benefit from any spell or effect (including healing) that can benefit a construct.

Upgrade (6th, 12th)
Your jar develops an upgrade. You gain one of the following feats as a bonus feat: Accelerated Recovery, Ambush Awareness, Arm Extensions, Blind-Fight, Climbing Master, Diehard, Dire Straights, Disease Rejection, Echolocation Attack, Environmental Adaptation, Fleet, Ground Fighting, Hauler, Improved Initiative, Improved Unarmed Strike, Jet dash, Kip Up, Living Ladder, Lunge, Masked Visage, Memory Access, Nanite Integration, Poison Rejection, Positive Conduit, Protective Fur, Solid Stance, Startled Scream, an Swimming Master.
You do not need to meet this feat’s prerequisites. You gain an additional upgrade at 12th level.

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System Check (18th)
You can run an internal diagnostic of your jar, and it’s various functions, to ready yourself for more problems. Up to twice a day you can take one minutes to have anyone (even yourself) make a DC 32 Engineering check to fine-tune your mechanical body extensions. On a successful check, you regain 1 Resolve Point.

Murderous Toy (+1 Dex)
You are a relic of the Unburned World, or at least of a process lost after the Charm of History, You are a heavily modified entity that was turned into a living toy, a literal plaything for the rich and immoral of the world that existed in ancient times. Your species is not changed–if human you are as human as anyone else–but every aspect of your body and appearance was modified, seamlessly, to make you appear to be something fun and innocent. But your mind? Your mind is your own.
You might have been found in your original mint packaging, and only activated once the vault of collectibles you were in was raided. Or you might have had a normal life once, or as normal as life gets in the GammaFinder World, and been transformed by a mad cybersorcerer, DigiDaemons of the Omega Invasion, or a Living Factory-God.

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Theme Knowledge (1st)
You are a small, doll-like creature.
You may look like a brand-new Theddi Ruffspin babysit bear (TM), or a worn, barely-together Bharbe Dholl (c), but you are definitely a toy at first glance. Recall knowledge checks to identify anything about you are at a -10 penalty.
The DC of Culture checks regarding toys and toy brands from the Unburnd World are reduced by 5.
You are literally Small. Nothing else about your race changes. If you are a kasatha, you are still a kasatha… but maybe with big bear ears and fuzzy hide and a cute button nose. You also gain the constructed trait, as and android. If you already have it, you instead gain one of the following alternate android traits of your choice you do not already have (without losing a trait): easily augmented, infosphere integration, multilingual, or nanite upgrade.
In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

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Accessories (6th, 12th)
You gain additional android traits you do not already have, without losing any you do. You can select from those listed with theme knowledge, or gain  exceptional vision, flat affect, or upgrade slot.

Playtime (18th)
You may not like children… but you get a great deal out of playing with them. Up to twice a day you can take 1 minute to play with (innocently and safely) a child, or 10 minutes to meditate on a time when you did so. This cannot overlap with time spent regaining Stamina Points. You regain 1 Resolve Point.

Want More GammaFinder?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

Themes for GammaFinder, Part 1 (Alphite)

So we introduced some quick and easy rules for GammaFinder, a post-apocalypse campaign hack for Starfinder, introduced the concept of the Unburned World and its relics (Halidom), and then gave some Halidom game rules.

Since these have proven very popular so far, I thought I’d try some more GammaFinder stuff, and see how it goes over. Since my simple rules cover things like mutation, and ancient weird tech and magic is covered by Halidoms, it seemed to me the main thing we still needed were some GammaFinder-specific themes.

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Alphite (+1 Int)
You were born and raised in Alpha, the domed (and doomed) city that was the last bastion of order, technology, and science in the GammaFinder world–until it was destroyed by the Omega Invasion. But while you home was smashed, the broad education and basic understanding of how science and even quantum manipulation (called “magic” by the uneducated) function is still with you. It’s not that you are necessarily a scientist as a focus. It’s that you were raised to understand the power of intellect in all things, and given a firm set of conceptual tools you can apply to most problems.

Theme Knowledge (1st)
You received the benefit of an actual classic education. It wasn’t as broad and complete as it would have been in the Unburned World–too much was lost during the Chasm of History–but it was more complete and involved than is available anywhere else in the world that remains. That gives you a grasp of the scientific method, the psychic basics, and core problem solving. You reduce the DC of any skill check to recall knowledge by 3, and when you take 10 on a skill check, you gain a +1 bonus. Select Mysticism or Physical Science. The selected skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill.
In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Careful Consideration (6th)
The more time you have to consider how to solve a problem, the better you are at doing so. You gain a +2 bonus to skill checks when you take 20. Additionally, you gain a +2 bonus to your second and subsequent skill checks when trying to understand a Halidom.

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Intellectual Dispassion (12th)
Your understanding that everything makes sense if you know enough about it allows you to overcome emotional responses by leaning on your trust of a rational world. When you fail a saving throw against an emotion effect, fear effect, or effect that causes you to be confused, you make expend a Resolve Point as a reaction to immediately reroll the saving throw with a +5 bonus. You take the better of the two save results.

Contemplation (18th)
Sitting back and calmly thinking about your circumstance, your assets, various tactics and methods you can try to overcome your difficulties, and what you know that may assist you in future endeavors calms and centers you, leaving you feeling renewed. Up to twice per day, after you spend at least 10 minutes in deep contemplation (this doesn’t count as resting to regain Stamina Points, and during this time you take a -10 penalty to all Perception checks), you regain 1 Resolve Point.

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A Request
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Thanks, everyone.

Dark Solarian Revelations, 1

Yesterday we introduced the concept of Dark Solarians. Oft called lunarians, these offshoots focus on the power of gravitation without light, epitomized by the concept of Dark Matter.

The response was positive.

So, here are a few revelations to make them even more different from their more balanced brethren.

Lunarian Revelations

Dark Solarian 2

2nd Level

Dark Path (Su)

You can create a path of dark matter which bends and twists as you command, sending you sensory data and allowing your small arms attacks to travel from you to a target not in your line of sight. You can add the guided weapon special property to small arms attacks you make, and as a standard action you can make a Perception check from any point within 60 feet to which you can trace a path (even if it is not a straight line of effect).

Gravitational Weapon (Su)

You can add the gravitation weapon special property to your lunar weapon, treating your class level as its item level. It allows you to move a target 5 feet, +5 feet for every 5 levels of solarian. If you are fully attuned, the save DC increase by +2, and you can move the target 5 more feet.

If you are 5th level or higher you can also add this special property to a small arm you are using, though the save DC is 2 lower and you move the target 5 fewer feet when used in this way.

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Dark Solarians: The Lunarians

Solarians are empowered by a balance of gravity and photons, dark and light. But there are other traditions that eschew this balance. That seek to focus on the dark mass of the universe, and the power of lightless bodies and black holes.

Among these are the lunarians, those who believe the power of moons to block light, as represented by eclipse and penumbra, is a greater force than the few sparkling nuclear torches in the universe, and that to seek balance between the vast, untapped dark matter and the scant mass of stars is foolishness.

Lunarians’ powers are focused less on pure damage, and more on binding and slowing their foes, and augmenting common weapons with their gravitational powers.

Solarian Alternate Class: Lunarian

At 1st level a solarian character can choose to instead be a lunarian. Solarians that do this do not gain any photon powers or revelations, and do not suffer any penalty for having unbalanced revelations. Lunarians make choose Charisma or Dexterity as their key ability score. A lunarian does not gain a solar manifestation, instead developing a lunar weapon.

Lunarian

Lunar Weapon

At 1st level, you gain a physical manifestation of your gravitational power. The base form of your lunar weapon, when not actively in use, is a mote of lightless dark matter slightly smaller than your fist that hovers near your head. Beyond the dark mote, your manifestation can take one additional form: a lunar weapon. Only you can interact with your lunar weapon, whether in mote or weapon form. No other creature or effect can affect your lunar weapon in any way, including disarming or sundering it.

Your lunar weapon functions as an advanced melee weapon with reach. It does only 1 point of bludgeoning damage, though this is increased by weapon specialization normally, and it can benefit from solarian weapon crystals as a solar weapon does.

A lunar weapon targets EAC, and has the knockdown critical hit effect. When you strike a foe with a lunar weapon it binds them with gravitational waves, causing them to be entangled for 1 round. If you exceed their EAC by 5 or more, they are entangled for 2 rounds. At 5th level, your lunar weapon gains the block weapon special property.  At 10th level, targets struck must make a Fortitude save (DC 10 +1/2 class level +key ability modifier) or be staggered for 1 round. At 15th level, they must make the save or be staggered for 1d4+1 rounds. At 20th level, your lunar weapon scores a critical hit on a 19-20, if the attack roll hits the target’s EAC.

You can also use your lunar weapon to increase the damage of small arm and operative weapon attacks you make that target KAC. You add your solarian level to such attacks. This is in addition to normal damage benefits from Weapon Specialization, once you gain it. You can wield a small arm or operative melee weapon in the same hand as your lunar weapon. The attack does not gain any other advantages of your lunar weapon.

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More 5e Familiars

I was having a conversation with Jacob Blackmon (by social-distancing-approved web interface), and he mentioned an idea of playing with how familiars and concentration spells in 5e interact. I found it interesting, and that developed into these Upgraded Familiars.

You gain an Upgraded Familiar with the find familiar spell, but must add additional material components as listed for each upgraded familiar below. Each uses the base stats of the listed normal familiar, but also has one of more special abilities.

Chameleon
Material: 50 gp worth of opal
Base stats: lizard
Special: A chameleon gives you access to the alter self spell, which you can cast using appropriate spell slots as if it was a spell you knew. The chameleon can take its action each turn to concentrate on an alter self spell you cast, which frees you from its limitations of a concentration spell.

Firefly, Giant
Material: 50 gp worth of amber
Base stats: owl
Special: A giant firefly can make as much light as a candle at will. It also gives you access to the dancing lights cantrip, which you can cast as if it was a cantrip you knew. The firefly can take its action each turn to concentrate on a dancing lights cantrip you cast, which frees you from its limitations of a concentration spell.

Mongoose
Material: 50 gp worth of pearl
Base stats: weasel
Special: A mongoose gives you access to the blur spell, which you can cast using appropriate spell slots as if it was a spell you knew. The mongoose can take its action each turn to concentrate on a blur spell you cast, which frees you from its limitations of a concentration spell.

Nightingale
Material: 50 gp worth of onyx
Base stats: bat
Special: A nightingale gives you access to the darkness spell, which you can cast using appropriate spell slots as if it was a spell you knew. The nightingale can take its action each turn to concentrate on a darkness spell you cast, which frees you from its limitations of a concentration spell.

Spider, Orb Weaver
Material: 50 gp worth of jade
Base stats: spider
Special: An orb weaver gives you access to the web spell, which you can cast using appropriate spell slots as if it was a spell you knew. The orb weaver can take its action each turn to concentrate on a web spell you cast, which frees you from its limitations of a concentration spell.

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Dash Cantrip, in Four Game Systems

Cantrips are interesting, in all 4 of the d20 game systems I work in regularly (PF1, PF2, StF, and 5e). You get unlimited uses of them, so they need to be useful enough to be worth tracking (even at mid- to high-levels), but can’t be so good that casting them endlessly can ruin a game.

And almost none of them impact movement.

Which lead me to wonder, CAN I design a cantrip that impacts movement? Something to give you a little edge when what you need to do is reposition yourself and just a double move (or dash, or triple move, or whatever the game’s equivalent is) won’t do.

Can I do in in four game systems?

Behold, the dash cantrip.

Pathfinder, 1e

Dash
School transmutation; Level Bard 0, Cleric 0, Druid 0, Inquisitor 0, Magus 0, Mesmerist 0, Psychic 0, Shaman 0, Witch 0, Sorcerer/Wizard 0]
Casting Time 1 standard action
Range personal
Target you
Duration 1 round

Your movement rate increases by an enhancement bonus equal to your current movement rate, +20 feet.

Pathfinder, 2e

Dash [Cantrip 1]
Traditions Arcane, Divine, Primal
Cast [three actions] Verbal
Duration until the start of your next turn

You move a distance equal to triple your speed +30 feet.

Starfinder

Dash  [Mystic 0, Witchwarper 0]
School transmutation
Casting Time 1 standard action
Range personal
Duration 1 round

You gain a +10 foot increase to your land speed until the beginning of your next turn. As part of casting this spell, you can move up to your land speed.

5e

Dash
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 round

You can move a number of feet this round equal to double your move, +20 feet.

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Technomancer Mind-Affecting Spells VI

Today we wrap up (for now, at least) exploring the design space of technomancer mind-affecting spells.

If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.

So far we’ve done a 0-level spelltwo first, a 2nd-level (to go with their existing 2nd-level mind-affecting spell, daze monster), two 3rd-level, 4th-level, and 5th-level spells. So, let’s do two technomancer-flavored 6th-level mind-affecting spells.

For balance on these we looked at a lot of 6th-level spells, but since there don;t seem to be any 6th-level mind-affecting spells in Starfinder, there aren’t any specific 1-to-1 comparisons.

mysterious woman in futuristic cloak with hood walking with blue light particles, digital art style, illustration painting

Algorithm [Technomancer 6]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. +10 ft./level)
Targets one creature/level, no two of which can be more than 30 feet apart
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes

You impose an algorithm on the decision-making processes and efforts undertaken by of the spell’s targets. Each round, you can designate one creature to be protected by the algorithm. Any affected target takes a -5 penalty to all skill checks regarding the target, attack rolls against the target, and to the save DC of any ability they use that affects the target. You can change the protected creature each round, ending the protection against any previous creature. Targets that fail their saving throw are unaware their actions are being influenced by a spell.

Targets that succeed at their Will save only take a -2 penalty to skills, attacks, and DCs, and are aware they are under the effects of a spell.

Target Lock [Technomancer 6]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. +10 ft./level)
Targets one creature
Duration 1 minute/level
Saving Throw Will partial; Spell Resistance yes

You lock the target’s attention onto one foe, and prompt it to attack that foe. The target must attack the foe with the attack most likely to be effective against it with at least one action per round. If the target succeeds at a Will save it can ignore this command, but the mental effort to do so causes it to be fatigued for the duration of the spell. The fatigue ends when the spell ends, or if the creature decided to attack the designated foe.

PATREON
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Technomancer Mind-Affecting Spells V

We’re still exploring the design space of technomancer mind-affecting spells.

If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.

So far we’ve done a 0-level spell, two first, a 2nd-level (to go with their existing 2nd-level mind-affecting spell, daze monster), two 3rd-level spells, and two-fourth-level spells. So, let’s do two technomancer-flavored 5th-level mind-affecting spells.

Blockchain looks at the scaling fear spell for determining it’s total power level–it’s not as debilitating, but has a much larger area, targets nonliving creatures, only targets enemies, and at this level lasts long, and has some effect even on targets who make their save, with off-target a pretty good guaranteed effect (and even dazzled causes you to be -1 on all attack rolls, which may not seem like much but isn’t bad if you hit a bunch of foes as the minimum effect they take on top of off-target).

Greater check the comments looks to greater command for how to upgrade 1st-level spells at 5th level.

Technomancer Eye

Blockchain [Technomancer 5]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range 60 feet
Targets all foes in a cone-shaped emanation
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes

You flood the minds of of every foe in the area to a series of interconnected mental checklists they must fulfill while taking any action. Targets are entangled as they constantly start and stop each thing they do, trying to fulfill the checklists demanded for each decision they make. Targets that succeed at their Will save still find their minds filled with checklists, but know they are artificial and can be ignored, though the distraction causes them to still be off-target. Targets already off-target are instead dazzled.

Check the Comments, Greater [Technomancer 5]
School enchantment (compulsion, mind-affecting)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Save Will negates

This spell functions like check the comments, except you can affect up to one creature per level and creatures make their announcements in one language you know of your choice, even if they do not speak that language (or, indeed, even if they speak no language).

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