What are the limits to a technomancer's abilities?
If he can only manipulate technology, that means he can manipulate many things; spears are technically technology.
If he can only manipulate machines, then wouldn't he be able to manipulate simpler ones, such as the levers on a catapult or the hinges of a door? What of locks?
If he can only manipulate electrical technology, then why not just use an electromancer?
I desire your opinion /tg/.
Discuss.
>>54210204
>If he can only manipulate technology, that means he can manipulate many things; spears are technically technology.
>If he can only manipulate machines, then wouldn't he be able to manipulate simpler ones, such as the levers on a catapult or the hinges of a door? What of locks?
This is bullshit and you know it
>>54210251
If I knew, I wouldn't be asking.
I think anything that involves mechanical or electrical power, like a lightbulb
>>54210332
What about a catapult? That requires mechanical power. Sure, reloading's out of the question, but what about actually firing it?
>>54210204
The limits are whatever you say they are. You can arbitrarily bar a technomancer from manipulating literally any technology for the same reason you can bar a character with superstrength from lifting infinity tons, or a pyrokinetic from moving stars around the cosmos because they're made of burning hydrogen. Just because.
If you only want them to be able to control complex machines and electronics do it. If you want them to be able to manipulate any simple machine, go ahead. If you want them to be able to use their powers to fuck with people's nervous systems because they conceptualize the human body as a complex machine and can apply their powers to it in a gimped way, whatever. It's your call.
>>54210204
Mechanically they function as a living deck with special powers, so their control over tech is limited to what a Decker can do plus whatever powers they select. Hope that helps!