Technomancer class

Powers of the Technomancers

Now what's an Arcane Background without some cool powers? Just a waste of points, and since I don't want you to waste any for your hard earned bounty, here are the aforementioned cool powers.

The Size Strain Chart for lots of the powers below the following chart gives the TN, Strain required and type of item

TN Strain Item

3 1 Gun, small appliance

5 2 Major appliance, motorcycle, PC

7 3 Car, mainframe computer, artillery piece

9 4 Semi, small building, heavy industrial machinery

11 5 Tank, large building

Automate

TN: Special

Strain: Special

Speed: 1 minute

Duration: 1 hour Occult Programming level

Range: 5 yards/ Occult Programming level

Given the appearance of the average technomancer, it can be difficult for them to make friends. However, for lots of the powers below the following chart gives the TN, Strain required and type of item the tech spirit within a device, giving the gizmo a "life" of it's own. While a device is animated in this way, it has the ability to resist any attempt to operate it. The user must make an opposed Spirit roll against the device (draw a card to determine the device's Spirit) to force it to operate. Of course, the spirit in the device doesn't always resist; a gun spirit likes to shoot after all, and a toaster spirit likes to toast. However, an automated device can be reasoned with; it sees, hears, and can even talk back if it chooses (at least as well as a toaster can...). Oh, and just in case you're wondering, this power can't be used against cyborgs, automatons, or bionic parts. Those items are firmly under the control of their owner.

The size and complexity of a device determines the TN and the Strain cost. see the The Size Strain Chart above

Antenna

TN: 5

Strain: 2

Speed: 1

Duration: 1 hour +1 strain / hour extended

Range: 1 mile/ Occult Programming level

What's a techie to do when his TV's rabbit ears break, and he can't watch the spice channel anymore? Why pick it up himself!

Antenna transforms the techie into a living TV/Radio reciever, allowing him to send and transmit video and audio. While the power is active, the techie picks up any transmission that comes into the radius of the program, on all wavelengths, and can send out anything he sees or hears on whatever channel/frequency he chooses.

Not all is wine and roses with this power however. The technomancer can't filter out anything he picks up, and if there are a lot of transmissions, or a particularly loud broadcast, he could be stunned by it. The TN for this stun check is usually 5, but could be higher or lower depending on conditions. Also, the techie is always recieving some kind information, even if it's just snow, and this impairs his senses. All Cognition rolls are made at a -2 while this power is in effect. The technomancer can end the power at any time.

Bang It!

TN: Special

Speed: 1

Strain: 1/15 minutes

Duration: Varies

Range: Touch (Harsh)

When it absolutely, positively has to work right now, Bang It is the way to go. This program temporarily restores a device to perfect working order. The techie simply waves his hands over the device (Hard), and presto! The target number is based on the size of the device. Note that this power doesn't provide the device with any fuel, ammo, etc, nor does it restore lost durability - It merely allows the device to function. Also, Bang it cannot be used on junker gizmos.

use the TN and items from The Size Strain Chart above

Beacon

TN:5

Strain: Special

Speed: 2

Duration: 1 day (+1 strain per day per beacon)

Range: 10 yds/ Occult Programming level

Beacon is one of the most useful programs technomancers have developed, and many a techie makes his living as a bounty hunter by using. As the name implies, his program allows a technomancer to create a magical beacon on someone, and then track them no matter where they go. To "mark" a target, a techie makes some sort of visible gesture towards them, then on their next action makes the Occult Engineering roll. If he's successful, the techie spends 1 point of strain and the target is marked. This point of strain doesn't recover like normal; it only comes back when the technomancer stops sustaining the program. A techie can have as many people or things marked as he chooses.

As long as a target is marked, the technomancer can track the target's position no matter how far away they are. The techie always knows where the target is relative to his position, and can even track the target's movement back from the moment he was marked, creating a sort of mental guide of the target's travels.

The beacon on a target is undetectable to normal senses, but anyone with Academia: Occult at 3+, or some way of seeing magical energy can detect it with a Fair (5) Cognition roll. It appears as a small green dot of swirling energy on the person's aura.

The only downside to this is as long as the Beacon is active the Technomancer always has at least 1 warp present

Breakdown

TN: Special

Strain: Special

Speed: 1 minute

Duration: 1 hour/ Occult Programming level

Range: 5 yds/ Occult Programming level

A rather blunt variation on the Automate program, Breakdown releases a massive surge of energy to knock a tech spirit out, rendering the device it controls useless. The Strain cost and TN for this is based on the size of the device. In general though, it's easier to zap a Junker's gizmo than a normal device, because of the slippery grip a tech spirit holds on a gizmo. Junker devices move one step down to Size/strain chart.

The size and complexity of a device determines the TN and the Strain cost. see The Size Strain Chart above

Concealed Weapon

TN:5

Strain: Special

Speed: 1

Duration: Concentration

Range: Self

Given the dangers of the Wasted West, going around unarmed is asking for trouble. Unfortunately, given the cost of guns and bullets nowadays, most people have to resort to hand weapons for protection. Technomancers with this program have no such problems. With Concealed Weapon, a techie can summon up whatever firearm he requires, from a derringer to a rocket launcher.The weapon forms out of the Technomancers flesh, it cannot be dropped (or disarmed, unless the limb is removed)

The Strain cost is based on the size of the weapon the techie whistles up. The weapon size also determines the cost of shooting it; every round fired costs the techie wind. While this power is in effect the weapon is the warping, this means a Technomancer could be down a limb/hand for some time. Further casting will replace the weapon (but the duration remain)

Strain Weapon Wind Cost

1 Pistol, Shotgun* 1/shot

2 SMG, Rifle* 1/shot or 2/burst

3 Assault Rifle, MG 2/shot or 4/burst

4 Sniper Rifle, Flamethrower 3/shot or 5/spray

5 Rocket Launcher, Mortar, Exotic weapons 5/shot

* Non automatic, add 2 Strain per ROF 3

Database

TN: 5

Strain: 2

Speed: 1+1d6/2 (round up, do not reroll aces)

Duration: 1 hour/ Occult Programming level

Range: Self

The Net is a vast repository of knowledge, a complete record of mankind's technical and scientific know-how. With the Database program, a techie can gain access to some of this knowledge.

Database allows a technomancer to gain temporary access to almost any skill. When the program is run, the techie calls up a Server and tells it what information he needs. The Server then flies off into the Net to dig it up. Once it returns, the techie gains 1 level in the skill, plus one more for each raise he got on his Occult Engineering roll.

There are some limitations on the information a techie can recieve.

1) No magical skills (Occult Programming, Blastin', Hexslingin')

2) No Spirit-based skills (Faith, Guts)

3) Corporeal skills can only be boosted 3 levels

4) Mental skills can only be boosted 4 levels

Digital Dæmon

TN: 5

Strain: 3

Speed: 1

Duration: Concentration

Range: 1 mile/ Occult Programming level

Tenhnomancers may know Fourteen words to make someone fall in love with you forever. Seven words to make them go without pain. But more importantly than these things they know the Eldritch invocations of equations. With this power they can summon Holographic Dæmons. This tiny metabeast is construct of data and information given photonic form. It cannot interact with the environment; it can enter anywhere light can gain access and it can absorb electromagnetic and kinetic energy (light and sound waves). This means the technomancer can send the beast off to see and hear things, tap into computer systems.

A Holo dæmon has a Smarts and Cognition equal to a card draw, for each Raise on the Occult Programming roll an additional card can be drawn to select these stats. The Holo dæmon can also access any electronic system to retrieve data (it makes an opposed cognition check, (draw a card if the system defence is not known) on a fail it is destroyed, on a bust the technomancer takes backlash). The Holo dæmon can only relay the information it gains to the it’s summoner, although another Technomancer can cast Machine Language to converse with it, a Junker with a Computer Browser can spend a white or better chip to have it act as a translator, the better the chip the more accurate the translation.

Fatal Error

TN: 7

Strain: 5

Speed: 2

Duration: Instant

Range: 20 yds/ Occult Programming level

There are times in life when dancing toasters and magic guns just aren't enough. That when techies bring out the big guns: Servers.

Fatal Error is the technomancer's ultimate attack. When run, this program creates a huge magical explosion, devastating everyone and everything in it's path. When running this program, the techie uses his Occult Programming roll to run the program and to hit his target. It has a range increment of 10. If the techie makes the TN for the program but misses his target, it deviates 2d12 yards. Roll a d12 to determine the direction. If it deviates backward, it still ends up at least half the distance from the techie to his target.

Wherever the blast lands, Fatal Error causes an explosion with a Blast Radius of 10 yards. The damage at ground zero is 3d20, plus 1d20 for every two raises over the program's TN. This counts as massive damage. Also, any mechanical or electronic device in the blast has to make a Stability check. This check is at a -6 at ground zero, with the penalty reducing by two every blast radius. Assume non-junker devices have a base Stability of 20.

Note that this program has a minimmum speed of 2. During the first action, the technomancer is surround by a brilliant electric glow. This is an obvious sign to get the hell out o' Dodge.

Flash-Bang

TN: 5

Strain: 2

Speed: 2

Duration: Instant

Range: 5 yards/Occult Programming level

This program creates a huge blast of light and noise that blinds anyone around. It can be seen and heard for miles around, but it's really only effective within 100 yards of where it detonates.

In game terms everybody within 100 yards of ground zero must make a Cognition check at TN 15. Every 20 yards from the flash 3 is subtracted from the TN. Anyone failing this roll has stared into the light and is temporarily blinded subtracing -8 from all rolls associated with sight(ie shooting and fighting!) for the next five rounds (but may be left with a smaller modifier afterwards of perhaps -1 or -2 for up to 30 minutes). If the Cognition roll is passed then penalty is reduced to -4. A raise on the roll totally negates the penalty. Botching this roll causes a longer period of blindness - 3d6 hours in total!

Note that this program has a speed of 2. During the first action, a ball of brilliant light appears in the techies' hand. Anyone who recognises the program may try to "vamoose" normally to cover her eyes - thus a Cognition roll is not needed.

Ghost in the Machine

TN: Opposed (Occult Programming vs. device's Spirit)

Strain: Special

Speed: 1 or more

Duration: 1 hour/Occult Programming level, then 1/hour

Range: Touch

Extra Requirement: A Server spirit of the requisite type to emplace in the device.

This program is the mechanical version of demonic possession. It allows a techie to suppress the spirit inside a device, and replace with a Server, giving him complete control.

In order to achieve this affect, the technomancer must touch the device he wishes to dominate. He then engages the device's spirit in a test of wills; the techie rolls his Occult Engineering, while the device rolls it's Spirit (pull a card from a full deck to determine the device's Spirit if it's not known.) If the techie wins the roll with a raise, he successfully supresses the device's spirit, and replaces it with a Server spirit. On the other hand, if the spirit wins with a raise, the techie fails, and cannot try again for 1d6 hours. If either side wins without a raise, the struggle continues for another action.

Once a technomancer successfully implants his Server, he gains total mental control of the device for the duration of the program. He can drive it, shoot it, lock the doors, anything. Anyone trying to operate the device against the techie's wishes must beat him in an opposed Spirit test. This control does not hinder the techie in any way- he receives no penalties to his actions while Ghosting. The Technomancer loses access to the abilities of their server spirit while it is inhabiting the device.

There are a few other points about this program that bear mentioning. First of all, if a device is interconnected other devices (such as a camera system in a building) , the techie may choose to dominate all the devices in one swoop. If this occurs, make one roll using the highest Spirit amongst all the devices and add 2 to the roll for every device beyond the first. Also, ghosting a junker gizmo is a little different from a normal device. Since the spirit in the gizmo has such a loose grip on the thing, the techie recieves +4 to his Occult Programming roll; however, if he succeeds, the gizmo must make a Stability check at a -4.

Should the techie go bust while trying to run Ghost in the Machine, in addition to backlash, the techie's strain pool is emptied, and he is put into a coma for 1 hour per strain lost.

Integrate

TN: Special

Strain: Special

Speed: 1d4 minutes (do not reroll aces)

Duration: Permanent

Range: Self

Technomancers are by nature a curious sort. Unfortunately, like the line says, curiosity can kill. It can also maim, pulverize, and smash. While there's nothing a techie can do about that nasty death thing, he can use Integrate to deal with the rest of it.

Integrate allows a techie to use spare parts to repair his body. The parts he needs depends on where, and how badly he's wounded. Damage to the arms or legs requires a structural part for each wound taken, while wounds to the guts need mechanical parts, and head wounds need electronic parts.

The TN and Strain requirements for this program depends on how bad the damage is. See the chart below for details. Also, the warping from this program takes much longer to fade than normal, 1d6 hours for every wound level healed.

Wound Level TN Strain

Light 3 1

Heavy 5 2

Serious 7 3

Critical 9 4

Maimed 11 5

This power can also be used by a technomancer to put cyberware into their body on a more permanent basis, thankfully it’s a little easier than performing surgery on yourself, it still requires a TN7 Occult programming check, and you still lose spirit just like a ‘borg would. If you don’t have a spirit fetter you can use strain to pay the drain cost of the cyberware. (yes you can install a spirit fetter to power your cyberware, but that comes with its own issues)

Machine Language

TN: 3

Strain: 1

Speed: 1

Duration: 10 minutes/ Occult programming level, +10 minutes per raise

Range: Touch

Though an Automated toaster can be a lively companion for a lonely technomancer, it isn't much of a conversationalist, considering it has no mouth. Machine Language solves that problem.

Machine Language allows a techie to speak to the tech spirits in machines. This makes operating them easier, giving a +2 to any applicable roll. The techie can also ask the spirit questions, or engage in witty report.

Power Surge

TN: 5

Strain: 5

Speed: 1

Duration: Instant

Range: 20 yards/ Occult Engineering level

The meat and potatoes program of technomancers everywhere, Power Surge creates a blast of magical energy that scrambles living creatures' nervous systems and fry’s machines into slag. The Occult Programming roll for this program is used to determine whether it's run as well as to see if it hits. Power Surge has a range increment of 10, and does 3d8 damage, plus 1d8 for each raise over the program's TN (not the TN to hit).

Power Surge damages machines as well as people. Any machine hit with it must make a Stability check. This check is at a -4, with an additional -2 applied for each raise on the Occult Programming roll. If the techie targets a person with the program, one machine he's carrying is affect at random. If a machine a person's carrying is targeted, however, the owner only takes 2d6 wind damage, plus 1d6 per raise.

This program works against all forms of undead. However this program does not work on hardened machines, people or systems (most Cyborgs higher than infiltrators are hardened)

Programmed Reflex

TN: 3

Strain: 1 (cant be regained unless the power is cancelled)

Speed: 4

Duration: Special

Range: Self

This is a real super power of the prepared technomancer, once this power is cast the technomancer declares a specific circumstance e.g.“if I am under fire from an unknow assailant”, the whenever that happened the Technomancer can react as if they has a sleeved card. The uses of this power are practically limitless but one the situation has happened the effect cannot be triggered a second time. While this power is in effect the Warp remains constant (until used or cancelled, then the strain restores normally as well)

The Technomancer can cancel this power at any time, they regain the strain normally and the warp begins to fade as normal.

Radar

TN: 5

Strain: 1

Speed: 1

Duration: 1/minute

Range: Touch

Nobody likes to be snuck up on; it tends to be fatal. With the Radar program, a techie can make sure he doesn't get bushwhacked.

Radar does exactly what you'd expect it to do; it gives the technomancer a mental radar image of his surroundings. The radius of the radar's range is 10 yards per level of Occult Programming, plus 10 yards for each raise the techie gets on the roll. The radar is three dimensional. It can't see through walls, but it can see around corners, giving the techie a mental map of his surroundings. It can pick up any solid object, and can pick up the direction and speed of any motion in it's vicinity. While a techie has Radar running, he cannot be surprised and gets a +2 to all Dodge rolls. These do not apply if something intangible attacks.

Reroute

TN: Special

Strain: 1

Speed: 1

Duration: Instant

Range: Touch

With all the Strain a techie goes through in the average day, it can be tough to make ends meet, magically speaking. Fortunately, all a techie with the Reroute program needs is good car battery (or unsuspecting syker) and he's good to go.

Reroute allows a technomancer to drain energy from electrical devices, gizmos, and even other Arcane types to replenish his own strain. To do this, the techie has to actually grab the object. If he's trying to take Strain from another person, he has to make a successful Fightin' roll to do this. He then makes his Occult Programming roll, and if successful the energy travels from the device/person and into the techie. This create an electrical aura around the techie, which is obvious to anyone who's seen it before.

Taking juice from a device is a Fair (5) roll. Unfortunately, regular electricity is a poor source of power. An entire car battery only provides two points of strain. Ghost battery are much better; every 10 points of GR provides a point of strain. In either case, the techie may drain off as much power as he chooses. Stealing from a syker or doomie is a bit different. If the techie successfully runs the program, he then makes an opposed Spirit roll against his victim, and takes the difference in strain from the victim's total. He must take this amount; he can't reduce the amount he Reroutes.

There is some risk in running this program; should the techie ever bust on his Occult Engineering roll, he permanently loses a point of strain.

Salvage

TN: Special

Strain: 5

Speed: Special

Duration: Permanent

Range: Touch

With the destruction, many of man's creations were destroyed, and even more where damaged. These damaged machines lie in the wastes, doomed to rust in the sand, or get picked apart by scavengers. However, a technomancer with the Salvage program and some spare parts can bring them back to their former glory.

Salvage allows a techie to repair damaged machines, much like a Cyborg's SRU. In order to do this, the techie has to make a successful Occult Programming roll against a TN equal to the device's size + the number of durability steps it has lost. He also has to use up a number of components, to replace damaged portions of the machine. Check the chart below to figure out what parts are needed. The amount of time it takes to repair a device is 1 minute X the number of durability steps it has lost.

The process of salvaging can be made easier by increasing the time spent on repair; each doubling of time spent gives a +2 to the Occult Programming roll.

Component type Number needed

Structural and Mechanical Device's Durability Step/2 (rnd up)

Electronic Device's Durability Step/4 (rnd up)

*Chemical Device's Durability Step/4 (rnd down)

This power also works wonders on Junker built tech (see component cost below) the Technomancer can stabilize the spirit inside the junker tech, each casting adds 2 to the stability (each raise adds a further 2) however there is a hard limit every casting adds +2 to the TN to cast again on the same item.

Frame Structural (S) Mechanical (M) Electronic (E) Chemical (C)

Size

1 Any single component

2 1S or 1M and 1E or 1C

3 1S and 2 M, E or C

4 1S, 1M, 1E, 1C

+1 As 4 plus 1 etc etc.

So a frame 7 item would require 2 Structural 1 mechanical, electronic and chemical plus 2 extra mechanical, electronic or chemical

And a frame 12 would require 3 of each component.

Shutdown

TN: Opposed (Occult Engineering vs Vigor)

Strain:1

Speed: 1

Duration: Concentration or 1 wind/round

Range: 20 yards/ Occult Engineering level

The program of choice for the kinder, gentler techie out there, Shutdown creates a relatively mild electrical shock that interferes with a waster's nervous system. If the techie's Occult Engineering roll succeeds, his target takes 2d6 wind and immediately makes a Stun Check against a TN of 5+ the amount the techie succeeded by. If the waster passes this Stun Check, the program ends, but every time he fails the TN increases by 2.

This power can deactivate scrapper parts and any installed cyberware. The target makes TN 5 vigour check on a failure they either spend 5 wind or the tech deactivates until this power is stopped. Targeting people with pacemakers is an evil use of this power, I like it.

Tin Man

TN: 7

Strain: Spirit Loss of cyberware+1

Speed: 1d4+1 (do not reroll aces)

Duration: 1 round/ Occult Programming level, +1 round per raise

Range: Self

Generally, the warping that occurs when a technomancer runs a program is an unwanted side effect. However, this program actually promotes warping, controlling the transformation and turning the technomancer into a living machine.

Tin Man allows a technomancer to temporarily gain a piece of cyborg equipment. He simply chooses what kind piece of equipment (any internal cyberware except for the SRU, integral or modular) and makes his Occult Programming roll. Assuming he succeeds, the cyberware forms from the techie's body over the next few actions

Powering the shiny new cyberware a techie whistles up can be a problem. The Server spirit can help a bit, but it has it's hands full keeping the cyber from disappearing. Each round the Server provides 1 point of power, plus one for each raise on the Occult Programming. Any extra juice the techie needs or wants must be paid for in Wind.

When the program ends, the piece of cyberwares remains, like normal warpage. It doesn't work however. Also, should a techie bust while attempting to run Tin Man, the cyberware becomes a permanent, though useless, part of his body, and he suffers permanent Spirit Loss.

Weapons Cache

TN: 7

Strain: 1 or more (max 5)

Speed: 1

Duration: 1 minute/ Occult Engineering level

Range: Touch

If there's anything a gun Server likes more than a gun, it's a fancy gun. With the Weapons Cache program, a techie can use the Gun Servers' love of add-ons and exotic ammo to make their guns shoot better, longer, and deadlier. For each point of strain spent and every raise on the Occult Engineering roll, the techie can choose one of the following bonuses to a gun. Bonuses can be chosen more than once, but only apply to the specific gun the techie runs the program on.

Bonus Name Bonus

Armor Piercing: AP +1

Smartgun link +2 to Shootin' roll

Depleted Rounds: +1 damage die

Double grain: Raise the gun's damage die type one step (counts as 2 bonuses)

Dakka: Turn an RoF 1 to RoF 3,

Fire Hose: +3 RoF to gun with RoF 3 or greater

Night Scope: Negates all lighting penalties for darkness.

Railgun +5 range increment

Wired Reflexes

TN: 7

Strain: 1 or more (max 5)

Speed: 1

Duration: Special

Range: Self

There are times in life where a fraction of a second can mean the difference between life and death. With the Wired Reflexes program, a technomancer can makes those moments count.

Wired Reflexes supercharges a techie's nervous system, making him faster and stronger. For every point of strain put into running the program he receives an extra Action card, +2 to all Dodge rolls, and +1 to all Nimbleness rolls.

As awesome as this program is, it is also incredibly taxing on the body. Overloading the nervous system in this manner can quickly burn a techie out, so smart techies run this program only in the direst of circumstances. Every round a techie maintains Wired Reflexes (including the round he runs the program), he takes wind damage equal to the Strain he pumped into it. This damage takes much longer to recover than normal; one hour per point. Also, should a techie ever go bust on his Occult Programming roll while attempting to run this program, in addition to suffering backlash, his Quickness and Nimbleness are permanently reduced by a step.


Background

Ever since the big bang, the Hunting Grounds have been flooded with the spirits of technology, freed from their physical shells by the blasts of ghost rock bombs. This wasn't a welcome change for most of these spirits, and many turned to the junkers to get them back into the physical plane. There were some, however, who weren't so eager to head back; they wanted revenge for the destruction of their machines, and holding some gun together just didn't cut it. These spirits, who became known as Servers, decided they needed power, and fastest way to get it was to take it from the denizens of the Hunting Grounds. Easier said than done, but over time, many of these tech spirits gained powers on par with the nature spirits and even the manitous. Newly empowered, the Servers began to seek out a way to manifest their abilities in the physical world.

Enter Ian Malcolm.

Just Before the war, Malcolm was a young professor, teaching Unique Organism Biology (monsters) at the University of California Shan Fan, a part of the "alternative sciences" (i.e. occult studies) department. As a result, he had some knowledge of magic, and was just beginning to learn the arts of the huckster when the bombs began to fall. Afterwards, Malcolm wandered the wastes (don't they all?) for a time, using his rather limited arcane skills to help survivors as best he could. Unfortunately, the manitou became much stronger in the wake of the Big Bang, and it wasn't long before Malcolm caught a nasty case of backlash, and wound up in a coma. It was then that the Servers approached him, offering him a safer source of power. He jumped at the chance, and when he awoke, the first technomancer was born.

It was not long after this that one of Dr Malcom's contemporaries Dr Seth Brundle managed to get his mad science device to work (shortly before pestilence breezed through coincidentally) allowing him to move his body through the hunting grounds between two devices. This was not totally successful and he brough a few visitors back with him in his brainspace, Dr Brundle also started teaching a variation of technomancy one where the spirits of the area where the Net and the Hunting grounds merged together forming what to all parties are considered abominations. Well everyone that is except toxic spirts who seem to get on quite well with them.

How Technomancy Works

Technomancers summon Servers (like a huckster summons a manitou) to create their magic effects, known as "programs." However, since the Servers aid technomancers willingly, there's no need for a battle of wills, making technomancy safer and easier. Unfortunately, this safety comes at a price. Most Servers lack the skill of the manitou in crafting spells, and technomancers have to put forth a great deal of effort to achieve the desired effect. Furthermore, these powers aren't subtle; the energy the technomancers channel warps their bodies, giving them weird mechanical traits.

Fortunately, technomancers have an extra trick up their sleeves. These modern day metal mages have many ties among the normal tech spirits as well as Server spirits, and can cast tricks and have browser spirits just like Junkers (see the Edges section for more info).

Getting with the Program

To make a technomancer, a character must take the Arcane Background:Technomancer edge, as well as at least two levels of Academa: Occult. The character also needs at least three levels of the new skill Science: Occult Programming. It is this skill that the techomancer uses to focus and craft his programs. For every level of Occult Programming a technomancer has he may choose 1 program or trick.

Technomancers fuel their programs with strain, just like sykers and doomies. However, the assistance the Servers provide makes things little easier; technomancers regain a point of strain every 30 minutes of rest instead of every hour. A technomancer can boost this by being in a higher tech area or connecting directly to The Net (4 Strain per hour if the area (20yards) has an active computer system or AI (within 1 mile), a direct net connection allows all strain to be regained over 1 hour)

Booting Up

To run a program, the technomancer makes an Occult Programming roll against the program's TN. If successful, the technomancer spends his strain, the program takes effect, and warping manifests (see the warping section for more information). For the most part, it's just this simple. However, technomancy isn't a perfect science, and sometimes a technomancer summons something besides a Server. Whenever a technomancer busts on an Occult Programming roll, he not only suffers Backlash, but whatever warping the program creates becomes permanent (see backlash and warping respectively).

Warping

The warping that technomancers experience as a result of their programs is a disturbing effect unique to their form of magic. It appears in a variety of ways, from cameras replacing the eyes, to circuit boards erupting from the skin, or even stranger things.

Whenever a technomancer successfully runs a program, he gains a warped feature, which persists for 3d6 minutes after the program ends (reroll aces). Exactly what occurs is up to the Marshal. The important thing is that this warping is obvious and Ug-Ly!

Additional warping adds to the time from the first warping, when the warping duration ends the technomancer suffers from fade, each warping they have suffered requires a TN7 vigour roll to remove, taking 3d6 minutes and wind. Most just wait it out, sleep it off and let it settle overnight. (while sleeping the warps fade at a rate of 1 per hour, this also happens while unconcious)

The first warping makes the technomancer Ugly as Sin, and any additional warping he picks up actually gives him a Terror score, starting at 1 and increasing by 1 for any extra warpage he picks up. Needless to say, this kind of thing doesn't get technomancers a lot of dates... (it also dosent affect monsters, or any other creature with a Terror rating, oh and just to be nice fear penalties from deadlands do affect checks, including from your friends. Better hope your hanging with some tough stomached folks pardner)

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New Edges

Arcane Background: Technomancer 3- This is the edge that allows a character to summon Server spirits and use their power to create magical effects. Many technomancers are also junkers or hucksters. A few are both.

Extra Programs 1-5 - For each level of this edge a techie has, he can choose an additional program or trick.

Master Server 1-5 - This is the technomancer's version of a junker's browser spirit. They have separated into the normal five divisions (Appliance, Building, Computer, Gun, and Tool) and have the chip abilities of whatever division they belong to. Instead of creating G-ray energy, master servers have a strain pool that a techie can tap into, 1 point for every level of the Server. This strain recovers at the same rate as a techie (1 point per 30 minutes).

Spare Battery 1-5 - This edge gives a techie extra strain, 1 point for every level he has.

Trickster 3 - The Technomancer can cast tool tricks just like a junker, with this edge they use their Occult programming skill instead of their occult engineering, and as a freebie they start with two tool tricks of their choice.

Malcomite 2 - You have studied directly under Dr Malcom himself, this Edge grants you 1 extra strain and allows you to gather allied Server spirits to your side easier. instead of requiring 10 raises on a power to attract their attention you only need 5.

New Hindrances

Warp spasm 5 -When you are affected by the Warp you are more likely to enter an open state where Damaged Goods make their way into your spiritual pathways. you need to make a TN 5 spirit roll, the TN increases by 2 for each of the following hindrances you have: Vengeful, Mean as a rattler, Grim servant of death, or Bloodthirsty. There's good and bad sides to this; Good: while Warped you gain +1 die to all your physical stats, and your Strength and vigour increase by a die type for each level of warp. Bad you suffer from a battle frenzy losing a die step from each of your mental stats, followed by a die when you hit d4 to a minimum of 1d4. you cannot tell friend from foe and will resort to hitting things with things, using a ranged weapon requires too much thinking. You can still use technomancer powers but casting them may be tricky. If taken down due to wounds, loss of wind or having no enemies present within detection range you collapse for a number of hours equal to the level of warp you suffered from.

Brundleite 2 - You studied under Dr Malcom's arch-rival Dr Seth Brundle, this edge grants you 3 extra strain, however you are permanently Ugly as Sin, and your first warp onwards grants you a terror rating. Your warping takes on a bio-organic appearance rather then techno-organic. plus side you have an Insect spirit toxic guardian (starts at level 1). you can also gain Insect sphere favours as if you were a toxic shaman, you can use your Occult programming skill to invoke them. However you cannot attract allied Server spirits. (Toxic guardians are fair play and they offer you stain just like toxic shaman)

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The Dreaded Backlash Chart

Oh, don't look so surprised! Anyway, when a technomancer busts on his Occult Programming roll, he accidently summons something other than a Server spirit. Roll a d20, and check this chart to see what's come a' callin'...

1-2: Normal Tech Spirit

The technomancer summoned a tech spirit, just not a Server spirit. He can count himself lucky. Nothing particularly bad happens, expect for looking stupid.

3-7: Nature Spirit

The techie whipped up one of the Indian's spirits instead of a Server, and it feels inclined to teach him the difference. The waster takes 3d6 wind damage, and loses access to the program he tried to run for 1d6 (reroll aces) days.

8-11: Damaged Goods

The spirit this techie summoned is one of those "cranky" tech spirits, and disturbing it probably wasn't the wisest idea. This sucker takes 3d6 damage to the guts, and must make an Incredible (11) Spirit roll, or gain one level of the Taint.

12-15: Toxic Spirit

Kinda makes you wish you'd have summoned that Damaged Goods... This toxic spirit takes a real bite out of this poor techie, and then leaves him a little present. The techie takes 3d8 damage to the head, and gains one level of Ailin' unless he makes an Incredible (11) Spirit roll.

16-19: Manitou

When a technomancer mistakes a manitou for a Server spirit, it's time to seek another line of work. This nasty critter deals 4d10 damage to the techie's head, and he permanently loses access to the program he was trying to run. Plus side, if this kills you, you don't have to draw to see if you come back harrowed, you do. Downside the manitou is absolutely in control, welcome to NPCville population you.

20: ...Something Else

There are somethings in the Hunting Grounds that few men have ever laid eyes on, and fewer still have lived to tell of. This technomancer has found one, and brought inside of him. What this something is, and what it does to the techie is up to the Marshal.