Technomancy: The Programs (Page Two)

Machine Language
TN:
3
Strain: 1
Speed: 1
Duration: 10 minutes/ Occult Engineering 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 repore.

Power Surge
TN:
5
Strain: 5
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 fries machines into slag. The Occult Programming roll for this program is used to determine wheter 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.

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.
 Structural and Mechanical  Device's Durability Step/2
 Electronic  Device's Durability Step/4

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.

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. (If he needs a SRU, he should check out the Integrate program...coming soon!)
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 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 for 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 then once, but only apply to the specific gun the techie runs the program on.
Armor Piercing: AP +1
Crack Shot: +2 to Shootin' roll
Extra Damage: +1 damage die
Hand Cannon: Raise the gun's damage die type one step (counts as 2 bonuses)
Lead Hose: Turn an RoF 1 to RoF 3, +3 RoF to gun with RoF 3 or greater (counts as 2 bonuses)
Night Scope: Negates all lighting penalties
Sharpshooter: +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 puts into running the program he recieves an extra Action card, +2 to all Dodge rolls, and +1 to all Strength 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.

Backlash, New Edges, and Credits