Cyber-Shaman O.C.C.


Note: This O.C.C is pretty much restricted to NPCs, similar to the Cyber Juicer O.C.C.

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.



Special Abilities of the Cyber-Shaman:

1. Cyber-psionic Abilities: The character posesses the psionic powers of  Speed reading, Total recall, Electrokinesis, Telemechanics, Object Read, and the special powers called Magnetic barrier, Virtual Constructs and Virtual self (see below).
NOTE: Object read can only be used while the Cyber Shaman is in physical contact with a computer of some sort (the visions are displayed through the data stream).

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.


Unique Psionic Powers
1. VIRTUAL CONSTRUCTS:
These mages have the ability to channel I.S.P. into a computer model, and make a psuedo-real life, fully functional replica of the model appear temporarily. To make a construct, the Cyber Shaman  needs to call up the appropriate program groups in his memory blocks (Virtual Reality Models are required for ALL constructs, electrical / mechanical devices require a complete schematic as well). This action takes 1-3 melees (1d4-1, min. 1) per 2 Mb of file size. (Only calling up a virtual reality model requires 1 melee). Once that is done, creating the construct takes one mere melee action. The Cyber Shaman simply focuses his or her will, and looks towards where they want the construct to appear (must be within 3 ft.). Once the appropriate amount of I.S.P has been channeled into it, multiple beams of violet energy shoot out of the
character's eyes, and “draw” a 3 dimensional grid in mid-air. The device “builds” itself virtually within the grid, which then fades except for a single tether strand that links the Cyber Shaman to this creation. (The tether attaches to the part of the character's body that is closest to the construct, and it moves easily around the body without any hindrance. Maximum length of the tether is 10 ft., plus 10 feet per experience level. The tether follows the same genearal guidelines as an Astral projection tether and can be broken in the same way (not easy).
As mentioned earlier, Virtual Constructs are very vulnerable to magnetic disruption. Being within 20 ft. of a strong magnetic field will destabilize the construct, turning it into an intangible cloud of 3-D “static”.  Additionally, having ones construct disrupted has a detrimental effect on the Cyber Shaman temporarily jarring their concentration (save vs Pain... thats 14+, or be stunned for 1d4+1 melees, suffering 1/2 attacks/actions, -3 to strike, parry and dodge, no initiative, -10% on all skills).
However, on the plus side, Virtual Constructs are immune to all Electrical attacks, and take 1/2 damage from all other energy attacks.
There is no limit to the number of constructs that can be in existence at once.
The Cyber Shaman has no control over these creations except by using/piloting them personally or using Electrokinesis, also, creating constructs like autonomous robots will require that all required programming is either included in the original programs (increasing total file size and load time, as well as requiring successful Computer Programming skill checks), or must be inputted to the device after it is created.

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.


Magic Capability.
4. SPELL KNOWLEDGE:
The Cyber Shaman does NOT know how to cast spells, nor can automatically read magic. They ability to use magic must be learned and they start with NO spells at all.
BONUSES. +2 vs. Horror Factor, +1 vs. poison / toxin at levels 3, 7, 10 and 13.

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.


Augmentation.
9. Cybernetics & Bionics: The character automatically starts with these implants.
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.


Alignment: Most are selfish or Abberant, they look upon most others as lesser beings.
Attribute Requirements: An I.Q. and M.E. of at least 15 and a P.E. of 12 or higher.
Allowed Races: Any humanoid race that can practice magic and possess psionics may be this O.C.C. in theory, but at present, all known Cyber Shamans are Human.

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.


(A little note from me)
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).