Teknomancer™© Infopage



For those of you who came here via my Shadowrun site, the Emporium, you'll probably enjoy this game as well.... While it's not based on Shadowrun, or for that matter, any other game out there, it certainly--and undeniably--has fairly large portions of many games or worlds out there. ...But, yes, Teknomancer™© has more basis in Shadowrun than anything else.
ANYway, the story behind it....
During a camping trip the August of '95 to a campsite my family and I go to twice a summer, I was sitting in our pop-up camper, and was struck with one of those silly inspirations of mine to "make a game".... Most of the time, what my friends say about this "horrible curse" of mine is true; it's simply a childish, though imaginative, thing to do to occupy my vast mind instead of doing some of the other things "smart people" might do.... (And, no, I'm not trying to brag, but usually if you role-play as much as I do and get to know the system, you're either very intelligent and can handle all that stuff that any "normal" person couldn't, or you've got an incredible imagination. I have been accused of both. ;> ) So, anyway, getting on with it, I whipped out a pad of graph paper ans started writing down anything that came to mind..... What, you may ask, DID come to mind? Well, I didn't know it yet, but my most successful game campaign yet. I've made many "games" during my life, and only one based on Secret of Mana actually got anywhere..... But this was different. Anyway, I had this "vision", if you will, of a sort of "colorful" universe.... Space travel, starships, the works. So I took ideas from both Star Trek and Star Wars, and through in that little childish imagination of mine, and came up with the first parts of what today is Teknomancer™©. It evolved and grew over the years, and is still yet growing. All of it is, at the moment, on graph paper, but I've FINALLY started to comptuerize it. And now for the story so far.....
This game's beginning is a combo between Star Wars and Shadowrun, seeing as it IS in this galaxy, but much broader than our solar system, in that special sort of "Star Wars way". This world is largely conformed to symmetry and round numbers, as was the random decision of it's creator. ;> Anyway, there are 12 or so races.... The standard Human, Elf, and Dwarf, the semi-"magical" races, such as the Gargoyle, Farie, and Dryad, and then, my most favorite, the Anthropomorphic races; the humanoid animals.
These include the Kzinti, humanoid tigers; the Tzen, humanoid lizards; the Osiri, humanoid falcons; the Akahra, humanoid wolves; and the Grojhim, a sort of fanatical, berserker-like race similar to the Tzen.
Then there came about the Psuedo-races.......
The two races which fall into this category are the Cameloids, the shape shifters who can inject foreign DNA sequences into their bodies to invoke shifting, and the ((yet to be decided)), a race of sentient robots possessing magical capabilites. So, as you can see, the racial diversity gives the game a little edge of fun and adventure..... and that theme surrounds the entire game. ;>
There are about an equal number of character classes a player may choose to be as well.... you have the standard Fighter and Wizard classes, and then it gets more involved.... You may also be a Paladin, Ranger, or Knight, alignment-based sub-classes of the Fighter, and the Red, Green, and Blue Mages, specialists at a specific kind of magic. And that's not all. Then you get into the more exotic and fun classes; the Alchemist, which is obvious; the Caller, who can summon monsters to their aid; the Blitzer, who uses meta-psionics to enhance their strengths, the Technician, one who has mastered technology and can bend it to do his will, and a few others obvious classes, such as the Ninja and Theif... And then, thought not the most important class, the class which gives this game it's name; the Teknomacer™©. These are the equivalant of the hacker of today, or the decker from Shadowrun. But the fun doesn't stop their.
Obviously, magic has returned to the world; only, I deicded to treat it much like the way the Square Soft game for the SNES, Final Fantasy III, treats their magic system.... It's strictly divided into classes by their effect, and are accordingly given a color.... Which is one of the motifs throughout the design of Teknomancer™©. As well, the weapons of old Europe's medieval times have returned; the sword, spear, axe, bow.... But they've drastically changed. Known as TekWeapons, they have literally merged with technology.... actual electricity flows through the weapon your character holds. This allows for very handy advantages.... these weapons were designed with an energy control system in them, which allows for a charge pak to be attached.... This can make normal TekWeapons flaming, covered with electricity, or many other possibilities.
So, how's it all sounding so far? This is most all of what I have DEFINITELY worked out, so this is fairly much all I need to put down... but believe me, there is MUCH more to Teknomancer than I have listed here. Eventually, I want to consider sending this in to, oh, say FASA corp, and see if they'd actually even CONSIDER making a new campaign out of this!! Now, I don't know how open they are to outside-their-employee's ideas, but hey, I should at least try. And if there are any others people who would like to take this game and publish it before FASA (or even better, if you're PART of FASA), hey, put in a good word for me, huh? But please don't steal anything!! I've tried my hardest not to actually, if this gets published, break any copyright laws, so why not do the same, hmm? ;> So, that's really all I can put here for now..... at least until I get some feedback or something... So, email me at: jmrandal@facstaff.wisc.edu, and I'll have a look at your thoughts fairly much immediately (I check mail more than once a day... ;> ) Thanx alot for your time, good reader, and look forward for actual expansion on this page!!


Hey, tell me what ya think!! Email me at: jmrandal@facstaff.wisc.edu!!!


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