

Cyber-Shamans are rare and frightening individuals. They have somehow managed to adapt their own innate magic and psionics to work with radical cybernetic augmentation. They are all, without exception, originally or currently from the Manistique Imperium, and the mysterious company called Soo Cyberon (located in Soo City).
Generally aloof, secretive and detached from other people, they rarely talk about how they came about their abilities, even to other mystics or cybernetically augmented individuals.
Cyber-Shamans cannot learn line magic, necromancy, biomancy, warlock spells, metamagic spells and temporal spells, and additional normal spells can only be gained via extended study or meditation with a powerful and experienced "natural" teacher. Spells can be gained through conventional studies but Cyber-Shamans take twice as long to learn methods followed by traditional mages. Magic tattoos can be recieved in theory (non have ever done so yet), but would require Triple the P.P.E. cost to activate and limit the amount of cybernetic augmentation available to the Cyber Shaman.
The Cyber-Shaman has a full understanding of psi-mechanics and techno-wizardry plus is able to use and even perform limited repairs those items, but will rarely, if ever, build them unless they have studied the techniques involved in spell casting. Cyber-Shamans can get additional bionics and cybernetics implanted by any able cyber-doc. The systems will be integrated into the character's body, and somehow they become part of the Cyber-Shamans "Essence", so even an astral projection of the Cyber-Shaman or (more incredibly) any healing magic will incorperate the cybernetics as though they are the Cyber-Shamans natural form (a healing spell will actually repair the cybernetics!!).
This could indeed be a new (or incredibly ancient and rediscovered) form of magic.
I.S.P.: 1d6x10, in addition to M.E. attribute, plus 1d6 I.S.P. per level
of experience
The Cyber Shaman is considered a master psionic, and thus needs a 10
or higher to save vs. psionics.
MAGNETIC BARRIER:
Virtual Constructs are very vulnerable to magnetic disruption, so the
Cyber Shaman have developed a special mentally produced magnetic bubble,
so that their creations can be protected from external magnetic fields.
The bubble is always centered around the character, and moves as
he does.
Range: 1 ft., plus 1 ft. radius per experience level. The bubble size
can be changed if desired, even after it has been put up.
Cost: 10 I.S.P. (bubble size can be increased at a cost of 5 I.S.P.
per additional 1 ft. radius)
Duration: 10 minutes per level. Can be instantly renewed by paying
the initial cost again.
Effects: All Virtual Constructs within the bubble are immune to magnetic
fields generated outside the bubble. Disrupts radio signals (bubble appears
as a round opaque sphere on radar; identification by radar is impossible).
Radar and radio equipment located within the bubble is also useless (bubble
is opaque from all directions). Magnetic Rail gun rounds originating from
within the field are -6 to hit. Note that missiles fired from within
the field are also adversely affected; they have NO bonuses to strike,
and are automatically a wild shot, not a volley. Smart bombs behave likewise
at first, but then will behave normally, locking onto a random target.
ACTIVATION COSTS: All activation costs are for S.D.C. structures. To make M.D.C. structures, double the activation cost.
Simple Objects with no moving parts.
File size: 4 Mb (3-D Model only)
Duration: 30 minutes per experience level
I.S.P: 10 lbs or less = 10; +2 I.S.P. per additional 10 lbs up to 100
lbs., +4 I.S.P. per additional 100 lbs up to 2000 lbs, +10 per additional
ton.
Electrical / Mechanical Devices.
File Size: minimum 6 Mb (4 Mb model plus 2 Mb for a simple schematic
i.e. a light source, S.D.C. pistols & revolvers, non environmental
body armor). Basic schematics are 8 Mb (laser / ion pistols & rifles,
environmental body armor, generators, guided missiles). Complex schematics
are 16 Mb (small power armors, S.D.C. rifles, machine guns, rail guns,
vibroblades, plasma / particle beam weapons, smart bombs). Extremely complex
schematics are 24 Mb (large power armors and robot vehicles, IRMSS or RMK
units)
Payload: Each device has one full charge / payload / clip of
ammo per level of experience.
Small objects (hand-held, or can fit within a 1.5 ft x 1.5 ft x 1.5
ft cube) = 40, duration 30 + 10 min per experience level.
Up to man size = 60 I.S.P, duration 25 + 10 min per experience level.
Small vehicles (2 passenger) and Power armor = 100 I.S.P, duration
20 + 10 min per level.
Large vehicles (trucks, APC, tanks, robot vehicles) = 150, duration
15 + 10 min per level.
Large transports (huge robot vehicles like the Behemoth Explorer, large
ships) = 240, duration 10 + 10 min per level.
Incredibly huge devices (battle cruisers, juggernauts, battle stations)
= 500, duration 10 + 10 min per level.
NOTE: For Power armors, Robot Vehicles, Fighters, additional weapon
or special system costs are an additional 40 I.S.P. and increases the size
of the schematic by 1 Mb.
Virtual constructs disappear when one of the following three things
occurs:
1) Duration ends
2) Tether is broken
3) All payload / charges are gone
(note: all vehicles are considered to have a power source that lasts
the duration of the summoning). The constructs do not automatically disappear
if the Cyber Shaman is asleep or knocked unconscious or comatose.
"Familiar" constructs cost 10% less I.S.P. to cast. An object is considered
familiar if the Cyber Shaman has the skill(s) appropriate to
using the object, or if they have created the object more than 10 times.
Additionally, every 3 levels of a specific W.P. allows the character to
choose one specific weapon within that category that they may “specialize”
in (creation cost is 10% less per 3 levels).
2. VIRTUAL SELF:
At 6th level of experience, the Cyber Shamans Unique mind has such
an innate understanding of the Virtual to Literal Reality Conversion, thus
they develop an automatic “virtual” body, that overlaps their own. In most
cases, everyone else is oblivious to the second body, since it is almost
never seen. It has the following abilities:
i) The character's aura, although not changed, now appears “synthetic”;
others may think the Cyber Shaman is concealing or has badly disrupted
their aura due to their heavy Cybernetic augmentation.
ii) The virtual body has an S.D.C. equal to the character's S.D.C.
and Hit Points. If a limb is lost, the virtual limb will remain. Even if
the Cyber Shaman is an M.D.C. being (none have been yet though), the virtual
body will still only be S.D.C. The virtual limb appears “blocky” and translucent,
since it is only semi-solid (A.R. 11; if attacks fail to beat the AR, they
pass through harmlessly and also, the characters own rolls must exceed
11, or the limb becomes intangible at a critical moment).
A specific limb can be consciously made intangible; but it takes a
combat action, if a roll is required, instead of applying Physical Prowess
bonuses, add a bonus calculated as if the Characters I.Q. were physical
prowess.
If the limb is replaced or regenerated, the virtual limb will overlap
the replacement and become undetectable again. If a virtual limb is destroyed,
a new one appears in 24h (appears just like any other Virtual Construct,
except grid is extruded from limb stump, rather than from eyes). This is
an automatic, unconscious action.
This is an innate ability and requires no I.S.P to function.
3. INITIAL PROGRAMS:
The character begins with 1 Gigabyte worth of programs in their memory
banks.
5. P.P.E.: 1d6x10 + 20 (in addition to P.E. Attribute) plus 2d8 P.P.E. per level of experience. Like other men of magic, the Cyber Shaman can also draw upon P.P.E. from ley lines, nexus points and other people whenever available.
6. SENSE LEY LINES. 10 miles per level. Follow and locate ley
line 30 + 5% per level. Sense Ley Line Nexus; once he finds the ley line,
the Cyber Shaman can follow it to as many nexus points as it intersects
40 + 5% per level. Read Ley Lines-- as per
Ley Line Walker. Ley lines affect Virtual Constructs just like they
do spells (increasing duration and range (apply bonus to spell range to
the tether length), but where the ley energy effects spell damage,
if affects the constructs payload i.e. nexus points
triples range, duration and number of shots of a laser pistol).
7. LEY LINE REPAIR BONUSES. +5% to any repair roll (electrical, mechanical or computer) if within 50 ft. of a ley line; +10% if on a ley line, or within 50 ft. of a nexus; +15% on a nexus and +20% at a Super Nexus Point. Additional bonus of +5% during solstices and equinoxes, +10% during eclipses and major planetary alignments.
8. Bonuses:
+1 to save vs. magic and psionics at level one, +1 more at levels three,
eight, and twelve. +1 to spell strength at levels three, five, eight, and
twelve. +4 vs Horror Factor. +1 to strike with any kind of technological
weapon (hand-held or weapon system) at levels one, five, and eight. Due
to the link between man and computer add +3 to the I.Q.
Full Headjack.
Spinal tap.
Sensory processor.
The Cyber-amplifier (internal).
The Decrypter (internal).
and four Jack slots.
(All are new implants available only from Soo Cyberon)
They also have a choice between one bionic limb or extra limb with
a bionic weapon of choice and two other cybernetic implants.
Other notes include:

Cyber Shamans often link minds in Vitual Reality "Gestalt" systems, where they combine their massive intellectual abilities in the study of technology and design, working upon new Neurologic circuits, programs, nanotech, interesting ideas, and sifting through new information gathered by field agents. The enviroment of the Gestalt is addictive to the Cyber Shamans and most of them have trouble dealing with the "Mundane" world of reality (similar to VR pilots in the Orbital colonies), prefering to interact solely within the confines of computer networks, where they have the power of Virtual Gods.
O.C.C. Skills:
Literacy (+40%)
Radio: basic (+10%)
Computer Operation (+20%)
Computer Programming (+20%)
Computer Hacking (+15%)
Computer Repair
Basic Electronics (+15%)
Auto Mechanics (+15%)
Read Sensory Equipment (+10%)
Advanced Math (+20%)
Art (+20%)
1 modern WP of choice
2 other W.P’s of choice
*Hand to Hand: Basic cost one "other" skill; Expert costs 2 skills
and Martial Arts or Assassin costs 3 "other" skills.
O.C.C. Related Skills: select 12 other skills, plus 2 at level
3, 2 at level 6, and one each at levels 9 and 12.
All new skills start at level one proficiency.
Communications: Any (+20%)
Domestic: Any
Electrical: Any (+10%)
Espionage: Any
Mechanical: Any (+10%)
Medical: Any (+10%)
Military: Any (+10%)
Physical: None except possibly Body Building/Weight training (they
tend to spend alot of their time physically innactive).
Pilot: Any (+12%), including Elite combat skills and VR Piloting skills.
Pilot Related: Any (+10%)
Rogue: None except Computer hacking.
Science: Any (+10%)
Technical: Any (+10%)
WP: Any
Wilderness: None
Secondary Skills: Choose 8 secondary skills from those listed (no scholastic bonuses). All secondary skills start at base skill level.
Standard Equipment: All Cyber Shamans currently in existance work exclusively
for Soo Cyberon, and live/operate mainly in Soo City, they have access
to all sorts of equipment and can take their pick of items, clothing, weapons
and vehicles as they see fit.
Money: starts with 1d6x10,000 credits in spare change, and has access
to at least 2d6x1,000,000 credits worth of company funds, but must apply
for consent from the company directors when spending that level of money.
Cybernetics: Starts with the following.
Experience Chart: use Techno Wizard O.C.C.
This O.C.C is based roughly on TWO other, similar creations I found on the Internet that fitted my general concept quite well, and combines certain aspects of the two, but is not really the same as either. The new cybernetics, adaptation of the nature of the powers and other modifications are quite extensive enough to call this a new O.C.C. and not a "Reprint" of either of the others, but, judge for youself and bear in mind the very limited role of this O.C.C (designed for NPCs).(A little note from me)