
Technology–—–
One of the most important elements in this world, the ability to overcome any type of circumstances with the use of algorithms and metals really open doors.In the class system, the ones that get access to tech powers are:+ Cybersages - Also referred to as Engineers, they are the pure tech class with total dominance of the algorithms.+ Sentinels - The jack of all trades, master of none, they have access to a combination of tech and psychonic powers, tho they have less dominance over both.+ Skirmishers - The combination of extensive military training with some tech around the edges, soldiers mostly trained for stealth and snipe, they all have the ability of tactical cloak or invisibility by default.Now, let's take a closer look at how exactly tech powers work and what powers are given:HOLOGLOVES:The cybersages/engineers wear a specialized hologlove on their dominant hand. This glove projects an advanced holographic interface and serves as the main conduit for their powers.When active, the palm of the hologlove glows with shifting holographic symbols, buttons, sliders, and readout displays visible only to the wearer. This allows them to manipulate the holographic interface to channel and control their technomantic abilities.The back of the glove contains ultra-dense microcircuitry powered by an experimental zero point energy battery. This allows the projection of complex hardlight constructs and supplies the energy for transmutation, overclocking, gravity manipulation, etc.The index and middle fingers of the glove have small meta-materials receptors that can transmit and receive a wide spectrum of signals, frequencies, and data streams. This enables technopathic control and hacking of systems.When projecting forcefields, weapons, or elemental blasts, the palm holographics form into complex geometric patterns that help focus and regulate the technomantic energy. The glove's exterior metal plating slides away partially to reveal the glowing core mechanics.Some of the available powers to the classes with tech powers:
- Cryo Blast - Unleashes a wave of freezing cold from an arm-mounted device that flash freezes enemies.
- Incinerate - Ignites targets with a burst of intense heat and flame from an arm-mounted projection lens.
- EMP Pulse - Releases an electromagnetic pulse that overloads and disables nearby electronics.
- Vigilante Drone - Deploys a small combat drone armed with a machine gun and rockets.
- Stealth Field - Activates light-bending optical camouflage for temporary invisibility.
- Gear Shield - Projects a forcefield from an arm-mounted energy gauntlet to block incoming fire.
- Overclock - Hypercharges self circuits to briefly move and attack at super speed.
- Sentry Turret - Deploys an automated laser/missile turret to defend a location.
- Weapon Overload - Overcharges and supercharges the energy output of held weapons.
- Holo Armor - Coats self in reactive plates of programmable matter to absorb damage.
- Tech Senses - Has augmented tech-based senses. See EM spectrum, detect electronics, enhanced vision/hearing, etc.
- Weapon Constructs - Can form technomantic weapons out of hard-light or nanites. Things like swords, hammers, guns.
- Nanite Swarm - Can control/command a swarm of tiny nanites that can both attack enemies and repair/enhance tech.
- Elemental Blasts - Can channel and manipulate electricity, plasma, etc into ranged elemental attacks.
- Forcefields - Can project forcefields around themselves or others. Can shape them into armor, shields, platforms to levitate on.
- Holo jetpack - Projects an holographic thruster in the back or the sides of the user to made them thrust either horizontally or vertically.