Execution Time:
end Save: Will vs. check.
Complexity: 1 Range: 120° Duration: Varies
SEEN tl 1ds: (1) lash of internal light; (2) LEDs turn green; (3) sparking overload; (4) neon blue aura.
Roll 1d4; (1) user becomes obsessed with intended Af; (2) 1d3 randomly determined nearby Al
[begin attacking the closest ally; (3) forced ext from the metaverse dealing 1d4 damage; (4) target
Is not reprogrammed but instead mindlessly enraged by user.
Roll 1d6: (1-3) 1d3 shock; (4-8) 1d5 shock and the user is rendered unconscious for 1 turn; (6) 147
shock and the user is rendered unconscious for 1d3 turns.
oo
1 Lost failure, and worse! Roll 1d6 modified by Luck: (0 oF less) corruption + misfire; (1-2)
corruption; (5-44) misfire.
aan Failure. Program crashes and is lost forthe day
wes A single Al must make a Will save or be dazed for 144 rounds, Dazed targets can move at half
speed but can perform no other actions.
1417 AAsingle AI must make a Will save or fall under the user's complete control, as i it were his ally
However, the Al will not perform actions that are self-destructive or which a devoted ally would
not otherwise perform. Unfortunately, the target’s willpower must be forcibly subverted for the
user to exercise control, soit is but a shell of its former self, operating at a-2 penalty to all rolls,
saves, checks, and ability scores while under the user's control. The target receives anather save
to break the programming according to its original Intelligence, as follows: Int 3-6= one week;
Int 7-9 three days; Int 10-11 » one day; Int 12-15 three hours; int 16-17 = one hour; Int 18:
‘one minute,
18.19 ‘Asingle Al must make a Will save or fall under the user's complete control, as ift were his lly
However, the Al will not perform actions that are self-destructive or which a devoted ally would
not otherwise perform. Unfortunately, the target's willpower must be forcibly subverted for the
user to exercise control, soit is but a shell ofits former self, operating ata -2 penalty to al rolls,
saves, checks, and ability scores while under the user's control. The target receives another save
to break the programming according to its original intelligence, as follows: Int 3-6 = one month;
Int 7-9 three weeks; Int 10-11 » one week; Int 12-15» three days; Int 16-17 » three hours; Int 18
one hour.
20-23, User can affect number of Al the same as his level. Save to break programming as 18-19.
24-27 User can affect 1d6sL.evel number of AI, Save to break programming as 18-19,
28-29 User can affect 2d6-Level number of AI. Save to break programming as 18-19,
30-31 User can affect 3d6vLevel number of Al Save to break programming as 18-19,
32+ User can affect up to 100 AI at once. There is no effective range limit, and the targets need not be
grouped together. Targets of equal to or less HD than the user do not receive a save. Those with
greater HD than the user receive a Will save. Failure indicates the targets fall under the user's
control and consider him their close ally. Save to break programming as 18-19,
Prime Ability: INT,
‘A data-jack implant and Basic Deck are included when choosing this class.
SsElectr:
7m
Execution time: Sav
1 action N/A
Range: 150" or more Duration: Instant
This program overloads a nearby networked apparatus in the meatspace, such as a power outlet,
jht source, computer terminal or cyberdeck, creating a powerful blast of electricity.
Roll 143: (1) arcing bolt of electricity; (2) explosion of sparks; (3) web of electrical
current.
Roll 143: (1) user zaps himself for 1d4 damage; (2) user zaps one randomly
determined ally within 30° for 1d6 damage; (3) user zaps the point where he
stands with electrical energy, such that any creature within 10’ of that point on
a following round who wears metal armor or carries metal weapons will take
2d6 damage as the electrical charge is released.
Roll 1d6: (1-3) User's hands, arms and neck develop “electrical treeing” scars; (4-
5) the user's brain is scrambled by electrical currents, causing his Intelligence
and Personality scores to transpose; (6) electrical discharge to the user’s brain
permanently lowers his Intelligence score by 1d3 points.
ot)
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption +
misfire; (1-2) corruption; (3-4*) misfire,
241 Failure, Program crashes and is lost for the day.
12-13 ‘The user creates a single electrical blast that does 1 point of damage. He must
have had visual knowledge of the target's general position. The blast never
misses, though it may be blocked by certain armor.
147 The user creates a single electrical blast that does damage equal to 1d4 + user
level. He must have had visual knowledge of the target’s general position, The
blast never misses, though it may be blocked by certain armor.
1g19 ‘The user creates 1d4 electrical blasts that do damage equal to 144 + user level.
All blasts must be aimed at a single target who's general position the user has
had visual knowledge of. The blast never misses, though it may be blocked by
certain armor.
20-23 ‘The user creates 1d4+2 electrical blasts that do damage equal to 144 + user level.
All blasts must be aimed at a single target who's general position the user has
had visual knowledge of. The blast never misses, though it may be blocked by
certain armor,
24-27 ‘The user creates a single electrical blast that does damage equal to 4d12 + user
level. He must have had visual knowledge of the target's general position, to a
‘maximum range of 1,000". The blast never misses, though it may be blocked by
certain armor.
228-29
30-31
32+
The user creates 1d6+3 blasts that do damage equal to 148 + user level. Each blast,
can be aimed at a single target at any range who's general position the user has
had visual knowledge of. The blasts never miss, though they may be blocked by
certain armor.
‘The user creates 2d6+1 blasts that do damage equal to 1d8 + user level. Each blast
can be aimed at a single target at any range who's general position the user has
had visual knowledge of. The blasts never miss, though they may be blocked by
certain armor.
‘The user creates 3d4+2 blasts that each do damage equal to 1d10 + user level, He
may direct these blasts individually as a single action, or he may direct them all
at a single target that is not present or visible, provided he has specific
knowledge of that largel’s whereabouts. In this case, the user must spend 1 turn
concentrating to execute the program, then continue concentrating as the blasts
seek their target. The blasts seck out this target even if itis concealed, though
they have a maximum range of 100 miles. The blasts can travel up to 10 miles
per second provided no obstacles are present. Provided a direct route exists, the
blasts strike the target unerringly.