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!TECHNO.#01
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:Techno_Mage_Tradition
This tradition draws from a number of science fiction sources to get
spell ideas from. These include the Interfaces from Molt Brother and
City of A Million Legends, the old TV series Automan, and the various
versions of Star Trek. For the most part it is assumed that the characters
involved have also read, seen or at least heard of these sources or
similar ones.
A number of spells require an existing ~Mental_Account*~ in order to
function, or at least to function at full effect. Because of this, most
technomages will not teach anyone who has a Magical Aptitude under 5.
~Star_Elf*~ will not teach anyone with an Aptitude under 10.
Required Skills :
Computer Operation
Magical Aptitude 5 or higher (may waive with GM's permission)
Reading/Writing
Typing
Suggested Skills :
Aircraft Mechanic
Appliance Repair
Automobile Repair
Computer Engineer
Computer Repair
Computer Science
Cyptography
Driving (any)
Electrician
Electrical Engineer
Mechanical Engineer
Familiarity: any items of electronic equipment
Mathematics
Pilot (any)
Security Systems
Speed Reading
Restrictions & Modifiers :
-20% if caster or target is in a high intensity magnetic field
-20% if there is lead shielding between caster and target
-10% if unable to use hands
+20% if can manually operate target machine
If the caster is operating a radio transmitter, it will give +20%
ONLY to cancel penalties from interference OR it will double
range for the same energy points
All tools must be electronic equipment of some kind.
Token mages use ~Program_Spell*~ for their tokens, but
~Program_Spell*~ costs them no points to learn or cast.
Technospells are unaffected by crossing a Pentagram.
Cannot be a SHAMAN of any type.
Special rules for rituals. See below.
Technomages do faster group castings than other mages. They cannot
do ritual castings of technomagic by themselves.
A standard group casting takes 1 round/participant longer than a
regular casting. All participants must be technomages who are each on a
separate computer or terminal that is hooked up to the other computers
via modems, cables or similiar methods. This increases the chance of
success by +1%/participant and allows the casters to split the energy
between them.
A slow group casting takes Base plus participants in minutes instead
of rounds. It allows the participants to share ranks. It also allows
apprentice technomages and rouge mages who know some technomage to
participate. Apprentice technomages must have an ~Apprentice_Account*~
and the person they are apprenticed to must be involved as well. A
rouge mage must have a ~Mental_Account*~ and must know at least one spell
which allows them to mentally access or affect computer data. Neither
may contribute energy or ranks.
A technomage who is not trained in any other traditions will affect
rituals cast by other mages as if they were a latent. A technomage who
is trained in another tradition may participate in rituals as normal for
that tradition. (But may only use the technomage version for
technospells.)
:Absorb_Electricity
COST : 5
MODS : D
This spell will absorb up to 1 HTK/RANK worth of electrical damage
each round and converts every five points of it into one point of
magical energy up to the caster's capacity. Any electricity not absorbed
and converted will cause normal damage. Once the caster reaches his full
capacity, he cannot absorb any more electricity and will take normal
damage, but this spell will continue to remain active for the rest of the
duration.
House current (110v) produces 1d10+1 damage from initial contact
and 2 points per round after that for spell purposes.
Industrial Current (220v) produces 2d10+2 damage from initial
contact and then 4 points per round after that for spell purposes.
:Activate_Transporter
COST : 10
MODS : R,R,R
This spell will activate a transporter made with the
Create_Transporter* spell. It will turn anything on the transporter pad
which is illuminated by the spotlight into energy and beam them to the
location of another transporter where they will be restored to physical
form. The creature or object will disappear and reappear with the exact
same shimmering/fading effect that characters on the Star Trek TV
series use. Anyone on a transporter pad is considered to be a willing
target, and as such does not get a saving throw. If they are unwilling,
they may attempt to leave the transporter pad during the casting.
There is a weight limit of 100 pounds per RANK. Add the RANK of
both the sending and recieving transporter to the caster's rank with
this spell for purposes of calculating capacity. (So this functions at
minimum rank of 3 in normal usage or 2 in most of the alternate uses.)
The identification number of the recieving transporter must be known,
though it's actual location is not neccisary. (Though, if it's not
known a call to Star_Elf* will usually get it within 8 hours depending
on what he's doing at the time.)
If there is a technomage at both the sending and recieving
transporters, and they both cast at the same time, use the RANKS of both
casters plus the RANKS of both transporters. They may also do group
castings between the two of them ONLY for the purpose of using this
spell to send things from one transporter to another if they have ANY
form of communication between the two of them. (Whether technological,
magical, or as mundane as being within hearing range of each other.)
The technomage may activate a nearby transporter by casting this
spell at Range using the distance to the control panel or the
transporter pad, whichever is closer. This also lets the caster use the
transporter on himself. The Range from caster to transporter is paid
separately from any other Range options mentioned below. (Possibly
buying Range up to three times.)
The contents of the transporter pad may be "beamed down" to a spot
within Range or a target within Range may be "beamed up" to the
transporter pad. Sentient beings are entitled to normal saving throws
versus being "beamed up". Those being "beamed down" are still
considered willing if they remain on the transporter pad during the
entire casting. The weight limit is only 50 pounds per RANK for either
application. (And, of course, you only have bonus RANKS from one
transporter.)
A target within Range may be "beamed directly to" any point within
Range. Range is paid for separately for the target's origin and the
target's destination. A sentient target is entitled to a standard
saving throw. The weight limit for this application is a mere 25 pounds
per RANK. (Including the RANK of the transporter.)
:Apprentice_Account
COST : 25
MODS : N
This spell enables a technomage to give his apprentice a
~Mental_Account*~ . The apprentice can recieve ~Electronic_Mail*~ and
read and write in his personal files as normal for an account. However,
the caster can also read and write to the apprentice's files as if they
were his own. The caster is also considered to have an active
~Mental_Modem*~ and ~Control_Computer*~ on the apprentice's account at
all times, even if he does not know those spells.
~Dispel_Techno-Magic*~ will not work on this unless both this account
and the account of the caster have been subject to ~Control_Computer*~
first.
The apprentice can have a maximum number of text files equal to 2 per
RANK. One of these must be designated for incoming mail.
This spell cannot be cast on an unwilling target.
Unlike a normal Spell, the duration on this one is always exactly one
month long. It can be renewed by repaying the base cost.
The caster must have a ~Mental_Account*~ to use this spell.
:Augment_Spell
COST : 25
MODS : N
This spell is used to raise the rank of the NEXT spell the caster will
cast (or attempt to cast) but ONLY for spells being cast from scratch or
with tool magic (does NOT apply to HUNG spells!). It raises the spells
rank by 1 per rank it is known at. It does NOT work on ritual spells.
It will only affect techno-spells, and the spell to be augmented must be
begun the next round.
:Charge_Battery
COST : 1
MODS : D
This spell will cause all batteries held by the caster to slowly
recharge. Any battery will recover one volt a round. A battery that
is already partially charged will reach full charge more quickly.
With each additional rank the caster can produce one additional
volt per round to power more than a single battery at a time, but can
only feed one volt per round per battery or there is a high probability
of the battery exploding from the flow rate (this is a 50% chance per
round that you feed too much energy into the battery).
The batteries to be affected must normally be held by the caster, but
they may be charged at range if ~Extension_Cord*~ is used.
:Communicators
COST : 7
MODS : D,R,T
This spell will give each target a magical communicator. When the
spell is cast the default is that each is programmed to only send to and
recieve from the other communicators created by the same spell, unless
only one was created, in which case the default is general
communication.
The communicators may be reprogrammed by voice command from the
subject or by mental command from the caster. (Caster must be within
the same Range the spell was originally cast at to issue commands.)
Commands include turn off and turn on. These may be modified to apply
to sending, recieving or both. It can apply to one other communicator,
a list of communicators, everyone, or everyone who is not on a list.
If a communicator is told to contact someone else it will assume that
means to turn on both sending and recieving with that person. If that
person also has a communicator it will beep. Commanding a beeping
communicator to answer will automatically turn on sending and receiving
with that person even if it is not known who is calling.
A communicator can send to or recieve from a ~Walkie_Talkie*~ that is
set to general communication mode. It will not communicate with mundane
devices of any kind.
If a communicator is cast on someone who resists, the subject
forfeits the ability to give voice commands, that function does not work
for his communicator only. Communicators cast on inanimate objects will
only respond to voice commands from the object. (Beware of casting this
on TV sets or other talking objects.)
The caster will know the location of any communicator he created if
he concentrates on it.
:Comprehend_Languages
COST : 10
MODS : D
When this spell is cast, the technomage can put any new information
gained about the language into a language file, whether this is gained
from reading dictionaries and grammer books or language classes or
hands-on experience. Once there is information in the file, the spell
allows the caster to access it instantly when attempting to communicate
in the language. The file does not get erased when the duration
expires, but it cannot be accessed again without recasting the spell.
Each language is placed in a separate language file. A separate
casting of this spell is required for each language the caster wishes to
access at a time.
The caster can speak and write as well as read and understand. The
caster may make mistakes if his file is incomplete, but will not repeat
a mistake once it has been pointed out to him.
This spell will only work for a mage with a ~Mental_Account*~ .
:Computer_Telepathy
COST : 7
MODS : D,R
This spell enables the character to mentally communicate with a
computer within range. It only enables them to write things in places
they would have normal access to, but it will enable them to read files
that are normally secured. It does not enable a character to understand
files that have been encrypted or those which are using a format he is
unfamiliar with. The computer will not be aware of his presence unless
he attempts to write things.
If this spell is cast on another techno-mage, it will enable them to
read any text files they have which are unencrypted. It will enable
them to recognize the types of other files which the subject has if the
caster has the ability to make files of that type.
In either case, it will enable the caster to memorize the computer or
account he is reading. It will also enable him to locate other
computers or techno-mages which are in contact with the subject. He may
cast this spell on the other computer. The effective range varies and
is set by the GM. A computer is generally at touch range with its
terminals. Effective range should be based more on factors such as time
delays or line noise than actualy physical distance. Anything with a
bad enough connection to be worse than Long Range requires penalties as
if spellcasting blind.
This spell may be cast on a tape or disk or CD that is storing
computer files. It enables the caster to read the contents. It will
not enable them to change them or memorize them.
:Conscious_File
COST : 1
MODS : D
This spell can only be used if the technomage is the subject of a
Possession spell, and must be cast after the Possession takes effect.
What it does is to place the caster's conscious mind into an unused text
file.
The technomage may continuing attempting this spell until they
succeed in casting it, but they must put enough duration on it to cover
the time since they were first possessed. They may only make one
attempt per increment on the duration table, up to the duration the
Possession was cast with. They may make a new attempt each time the
Possession is renewed. The energy spent on duration is to reflect the
amount of time spent struggling. Once they succeed no further energy is
spent. However, if they fail all attempts, they must still spend the
energy until the point where either they give up or the Possession spell
ends, whichever occurs first. If the Possession spell is renewed, they
have the option of either spending energy as if they renewed this spell
the same number of times, or of going up to a higher duration if
Possession was cast for less than a day.
Once it takes effect, the caster will be conscious, but will not have
any access to anything outside of the file he is in. Casting
~Mental_Modem*~ or ~Computer_Telepathy*~ at touch range on his own
account will give him normal access to his files. If he has a second
tradition, the possessor's mind is considered to be short range, but
requires spellcasting blind. He may not cast any other spell which does
not have unlimited range, nor may he cast spells or perform other
activities which require access to his body or any physical equipment.
This spell requires a ~Mental_Account*~ and for the caster to fewer
than his maximum number of text files in it in order to work.
:Control_Computer
COST : 7
MODS : D,R
This spell will convince the target computer that you have the
security clearance to do anything you want. It does not give the caster
access to the computer, however. If ~Computer_Telepathy*~ or
~Mental_Modem*~ is not active, then access to a keyboard or some such is
required to give the computer instructions.
This spell can also be cast on the ~Mental_Account*~ of another
technomage. If you have ~Mental_Modem*~ or ~Computer_Telepathy*~ active
on them as well, you may read, write or edit text their text files as if
they were your own. You may also cast those spells which normally
affect your account on theirs instead.
:Converter
COST : 5
MODS : D,R
This spell is cast upon an electrical socket or the equivalent. It
can reduce the voltage coming through the socket by any amount desired
by the caster. The caster may vary the amount throughout the duration,
but never bring it below 0 or above the amount normally produced.
:Create/Update_Famliar
COST : 25
MODS : N
Technomage familiars are unlike others as they require the character
to actually construct them. They are either very complex software
creations inside a computer (which may be transported) that border on
AI, or a complex machine/automatron built by the technomage for a
purpose.
Thus the technomage must invest in the equipment needed for the
job. A computer to contain the programs is necessary, wether it is
to be simply used for creation/storage or if it is to be part of the
body of the familiar.
The spell is cast each time something is added to the capabilities
of the controling software, thus it takes a long time to develop a
very powerful familiar to serve the creator.
Hardware takes time and money, of course, to gather and combine
together.
:Create_Transporter
COST : 30
MODS : N
This spell will empower a machine to act as a transporter, as per
Star Trek. The machine requires a transport pad, a control panel and a
spotlight. The spotlight must be pointed at the transporter pad and
must be turned on by a switch on the control panel. The control panel
should have other switches and dials that may control other special
effects, other equipment or nothing at all. It is possible to set up
one control panel to operate multiple pads and/or set up multiple
control panels to operate one pad, but the spell must be cast separately
for each panel-pad combo. Each pad requires its own spotlight, but is
allowed to have more than one.
The transporter must have a power source sufficient to run the
control panel, the spotlight, and any additional special effects
equipment. It can also be temporarily rendered non-functional by a
~Dispel_Techno-Magic*~ as normal for magic items. It is activated by a
technomage casting an ~Activate_Transporter*~ spell. If he is operating
the control panel, he must manually flip on the spotlight, otherwise it
will turn itself on.
The transporter may not normally be moved from the location it was
built and activated in without disassembling it and canceling the spell.
However, it can be built in a vehicle and moved that way.
Additional RANKS will increase the weight that can be transported.
See ~Activate_Transporter*~ for more details. Anyone with any interest
in learning either this spell or ~Activate_Transporter*~ should see the
entry on the inventor, ~Star_Elf*~ and consult the GM for permission.
:Credit_Check
COST : 10
MODS : R
This spell will tell the caster if the subject credit card is valid,
or reported as stolen or lost. At RANK 2 it will tell you the amount of
available credit line. At RANK 3 it will will give you a complete
report of all activity for that card for the past one week per RANK. At
RANK 4 it will notify the caster of the personal information that the
credit card company has on the owner. (Example: name, address,
birthdate, social security number, employer, home phone number.) At
RANK 5 they get a complete TRW style report including all other credit
cards held by the person and bank account information. RANK 3 or higher
will not function without a ~Mental_Account*~ to put the information
into.
:Decryption
COST : 7
MODS : D
This spell will instantly render readable any encrypted file that the
caster knows the key for. Otherwise, it can be used on the caster to
give him a +5% per RANK to his Cryptography skill. (Maximum of 10
RANKS. Adds to INT and allows default usage if Cryptography is not
known.)
Or it can be used on a file that the caster has in his
~Mental_Account*~ and will try random keys on that file until it
produces something that appears readable. It will pick keys more
intelligently if the caster has Cryptography skill or multiple RANKS in
this spell. It can run in the background, but if the caster has
Cryptography skill it will be faster if the he moniters it.
:Detect_Computer
COST : 1
MODS : D
This spell will detect the presence, location and relative degree of
sophistication of any computer or related device within 100 feet per
RANK. Related devices include calculators, as well as the parts that
program VCRs and microwave ovens.
:Detect_Electricity
COST : 1
MODS : D,R
This spell will detect the presence and location of any electricity
within range. It will also identify the path of the electricity,
including such things as the location of wall sockets or other locations
where the electricity is accessible from the outside.
:Detect_Machine
COST : 5
MODS : D,R
This spell will detect the presence and location of any machines
within range. It will also identify the type of machine by power
source, and give an aproximate idea of the size and sophistication of
the machine.
:Detect_Magic
COST : 5
MODS : R
This spell will detect the presence of magic on the target being/object.
It will identify which tradition cast the spell or created the item. It
will also distinguish between a token, a tool, a magic item and an
active spell. Duration is not needed to be purchased, and it is cast at
the suspect target.
:Detect_Metal
COST : 10
MODS : D
The caster specifies one metal type and this spell will detect any of
such within a 50' radius. Additional RANKS add 10' to the radius.
:Dispel_Techno-Magic
COST : 10
MODS : D,R
This will cancel a specific ongoing spell effect. If cast on an ITEM
it will prevent the items magic from functioning for the duration of the
spell being canceled, but then the item will turn back on until its
duration is up. It will NOT send away a summoned creature, undo a
healing spell or cause harm to a magical creature directly. Unwilling
targets get a Save vs INT against Dispel.
This spell is only effective against techno-spells and spells of
other traditions which manipulate technology or otherwise have similiar
effects to those caused by a technomage.
:Disruption
COST : 20
MODS : R
This is cast ONLY on a single target. The Target must be a techno-mage.
If the Target fails a save vs Magic then they will immediately lose
ALL their HUNG techno-spells and the energy held in them.
:Dream_Manipulation
COST : 15
MODS : D
This spell enables the caster to create a new dream file or open and
edit an existing one. If the caster has such, he may take scenes made
with a ~Recording*~ spell and copy them into the dream file.
If the caster goes to sleep while maintaining the spell he will have
the dream in the file if it is a complete story or have a dream modified
by the file if it is not.
It will interfer with Dream spells cast by other mages if the two
dreams are incompatible.
:Dream_Teacher
COST : 25
MODS : N
A more advanced version of ~Dream_Manipulation*~ , this spell
allows someone to teach the subject while they are asleep in a skill
they are experienced in. The subject STILL pays the experience costs of
the skill or spell, but learns it in the scope of a single dream, thus
speeding the learning process. The caster MUST have the skill to be
taught at least at 5 levels of training, and the caster gains NO
experience by teaching the skill in this way.
This spell can only be cast on someone with a ~Mental_Account*~ and
only if they cast ~Control_Computer*~ on the account first. The dream
file must first be created using ~Dream_Manipulation*~ .
:Electric_Arc
COST : 20
MODS : R
This spell causes an arc of electricity to leap from the caster's
extended fingertip. This electricity unerringly strikes one target of
the caster's choice, inflicting 1d10 damage with NO armour absorption,
per rank of the spell. A Magic save DOES apply to the target.
Magical Armour absorption spells WILL apply. Additional Ranks add
1d10 to the effect. Electric ARC cannot be cast underwater.
:Electronic_Mail
COST : 1
MODS : D
This spell will enable the caster to send a message to either a
computer account or a ~Mental_Account*~ . It is normally cast on a text
file in the caster's ~Mental_Account*~ which may not exceed 100 words
per RANK. Otherwise, it will create a buffer, which the caster can
write in until the Duration expires or the caster declares that he is
finished, at which point it will send the contents of the buffer which
may be of any size. The default is for a copy of the message to be sent
to the caster's mail file (if he has one) and for the buffer or file
containing the message to be erased. A temporary buffer created by this
spell is always deleted at the end of the duration, but otherwise either
or both options may be over-ridden.
Duplicate messages may be sent to multiple accounts, up to 1 account
per RANK. Each account will recieve exactly the same message. Even
slight modifications require a separate casting of the spell.
:Encrypt_Thoughts
COST : 5
MODS : D
This spell will function as a defense against Telepathy and similiar
spells. Anyone trying to read their thoughts or memories will get
nothing but gibberish. (If they can get a ~Recording*~ they can try to
make sense of it later.) It also prevents any bonuses someone may have
because of a previous casting of Know Mind, and such a spell will not
work while this spell is active, even if they are willing. (If the
caster of this spell is the willing subject of Telepathy, he may
intentionally make individual surface thoughts readable with a conscious
effort.) This spell will give a +20% save versus any spell which
charms, controls or otherwise influences the caster's thoughts. It does
not protect against the various forms of Possession, however.
If the caster has a ~Mental_Account*~ he may cast this on the files
therein. Each file requires a separate casting, but once cast the file
remains encrypted until reversed. The caster may decrypt the file by
casting this spell backwards, but someone else needs to use the
~Decryption*~ spell. A ~Dispel_Techno-Magic*~ will have no effect, and
the spell cannot be canceled. The caster may access the encrypted files
as normal.
If the caster knows ~Program_Spell*~ he may use it to cast this on
normal files in a computer. Such files cannot be read by anyone other
than the technomage who encrypted them. (This includes the computer the
file is located on!) The files cannot be dispelled or decrypted by
mundane means. They need either the reverse of this spell cast by the
same mage who put the original on the file, or another technomage using
the ~Decryption*~ spell.
:Extension_Cord
COST : 5
MODS : D,R
This spell will create a magical cord which will conduct electricity
between a wall socket or other source and the target. The cord has a
maximum length equal to ten feet per RANK. It can, during the course of
the duration, move, bend around corners, or change length, but not
exceed the ten feet per RANK maximum.
The target will normally be affected as if plugged into the socket
directly.
This spell cannot be cast on a living target or anything else which
would not normally be plugged into a power source. (See the spell
~Live_Wire*~ for such uses.) It can use a technomage as the source in
order to use ~Charge_Battery*~ or ~Power_Machine*~ at range.
:Invisibility_to_Machines
COST : 7
MODS : D,R,T
Caster, subject being or subject object becomes invisible to
electronic or mechanical means of detection. While under the effects of
this spell, they cannot be photographed or recorded. They will not set
off alarms which would react directly to their presence. (They may
still set off alarms which react to doors being opened or other actions
which involve objects not covered by the spell.)
If an invisible being is wounded their blood will become visible
when it strikes the ground. If a person their equipment will be
included in the effect, BUT if they fire a missile weapon or throw such
it will become visible after leaving their presence. Caster can turn off
the spell at will. Once turned off the spell MUST be recast in full.
:IronMind
COST : 5
MODS : D
This spell permits the caster to concentrate powerfully, despite any
normal things that would distract him/her from their actions in casting
any other spell - even the receipt of actual physical damage, as long
as the duration of this spell continues. This allows a mage to overcome
one of the normal causes of spell failure.
This spell only works if the caster has a ~Mental_Account*~ .
:Kevlar
COST : 10
MODS : D,R
This spell will turn 1 item of clothing per RANK into kevlar. All
such items must be within range. They will give protection the same as
if they were a normal kevlar item of the same type.
:Live_Wire
COST : 15
MODS : D,R
This spell will create a magical cord which will conduct electricity
between a wall socket or other source and the target. The cord has a
maximum length equal to one foot per RANK. It can, during the course of
the duration, move, bend around corners, or change length, but not
exceed the one foot per RANK maximum.
Normal Household AC (110) current does 1d10+1 damage and an additional
2 points of damage (Nor armour protection, even magical, except that
specific to electricity) per round.
The target will normally be affected as if plugged into the socket
directly.
If the target is alive, he is entitled to a normal save to resist.
Even if that fails, he may attempt to dislodge the cord or move out of
range of the socket. If an attack from another successfully breaks the
cord, they may take a round of points of electrical damage if using a
hand held conductive item.
:Mental_Account
COST : 5
MODS : N
This spell creates a magical computer account in the caster's head.
This includes an address where ~Electronic_Mail*~ , both mundane and
magical can be sent. It includes 5 text files per RANK, at least one of
which must be designated for incoming mail. Mail will be labeled either
"new" or "read". The caster will automatically be alerted when a new
message arrives. A computer must be contacted with ~Mental_Modem*~ or
~Computer_Telepathy*~ in order to recieve mundane e-mail from it.
Recieved mail has all the normal header information that normal e-mail
has.
The caster can, at will read or edit any of his text files. Editing
includes writing, erasing, cut and paste, copying, inserting, etc. Any
of the standard means of editing text files. It is also possible to
copy or cut and paste between files as well as within a single file.
Any such function does take an appropriate amount of time, however.
The caster can cancel this spell at will. This will automatically
delete any attached files, including those created by other technomages.
It is only affected by ~Dispel_Techno-Magic*~ or Dispel Magic if the
caster of such a spell has already cast ~Control_Computer*~ on the
account and all files have already been deleted. Individual files may
be dispelled if accessed with ~Control_Computer*~ . A normal casting of
Dispel Magic may still cancel any active spells which allow access to
the files. An ~Apprentice_Account*~ or ~Familiars*~ are also extentions
of the account and must be deleted before the account can be dispelled.
This spell may be recast without canceling it. This will cause the
address to change, but will have no effect on any existing files, which
will all be transfered unharmed.
This spell has no set duration. It lasts indefinitely. Unlike most
spells, the effects of new RANKS bought take place immediately, the
spell does NOT need to be recast.
:Mental_Clock
COST : 2
MODS : N
This spell creates a clock in the caster's head. If he has a
~Mental_Account*~ then the clock will be attached to it. The clock will
keep accurate time and will remember the date as well. It will not
compensate for daylight savings time, changes in time zone or time
travel. If affected by any of the above it must be recast to give it
the new time.
Upon casting, the spell must be given what the caster wishes it to
use as the correct time and date, as well as the convention he wishes to
use for telling such. If a previous casting already exists, the new
casting may give a modification to the old time rather than a new time.
The caster is entitled to use an exotic calendar or clock, or even
invent his own if desired. Multiple RANKS will enable the caster to run
multiple calender/clocks simaltaneously if desired. Each must still be
created with a separate casting. A calendar or clock must have a
calculatable schedule. A random one or one dependant on external events
is not viable.
The caster may check his clock(s) at any point and instantly know the
time and date on each one.
This spell has a duration of one week. It can be maintained by
repaying the base cost. The maintenance cost need only be paid once, no
matter how many clocks are being maintained.
:Mental_Map
COST : 3
MODS : D
This spell lets the caster create, edit and read a map file. While
it is active any area that the caster travels through will be recorded
with accurate distance and direction relative to the other locations on
the same map.
The caster may check the map at any time. Upon request
it will give the distance and direction that any other known location on
the current map is from the caster or the shortest known path back to that
location.
The map will automatically alert the caster if he is about to
travel from an unexplored part of the map back to a known part or if he
reaches an area that appears on a known map other than the one he is
currently following.
The caster may use this spell to memorize someone else's map. The
spell will accept whatever defaults (if any) the caster gives it until
it has enough "You are here" reference points to make its own estimates.
The caster must have a ~Mental_Account*~ for this spell to work.
:Mental_Modem
COST : 5
MODS : D,R
This spell allows the caster to mentally contact any computer.
Distance has no effect when casting on a memorized computer. It enables
the caster to communicate with the computer as if typing on a keyboard.
It does normally not give any access beyond what they would have on a
keyboard.
It does give them the ability to memorize the computer if
they have not done so already. It also enables them to cast any
relevant spell they know on that computer as if it were at touch range.
If the computer they are in contact with is in contact with another
computer, they may cast this spell on that computer at touch range if
they have the security to access that other computer. This does NOT
cause the original casting to expire prematurely, and the two spells
will function independently.
If they have permission to do uploads or downloads on the system
they are in contact with, they may do so with text files.
This spell can be cast on a technomage's ~Mental_Account*~ . This
will cause the subject to hear something resembling a ringing sound that
alerts him to the caster's presence. The caster may also send a name or
message of up to 1 word plus 1 word per RANK. The caster does not have
any access to the subject's account beyond the ability to cast other
spells at touch range. (The files are considered to be secured.)
It does give the subject the ability to cast this spell on the caster
as if he were memorized. (Even if the subject doesn't know who's
calling.) If the subject does this, they have a two-way link and can
send thoughts back and forth in a manner similiar to telepathy. If the
caster has hostile intent, the subject is entitled to a save versus this
spell the first time the caster tries to use it to carry a hostile
spell. This is addition to the save versus that spell.
A two-way link enables the characters to upload and download files to
each other if both parties are willing. A character cannot download a
type of file he does not know how to create. A character cannot upload
a file to someone who can't or won't download it.
If two techno-mages are talking to the same computer, and the
computer allows them access to each other, then the transfering ability
mentioned above will function normally.
:Mental_Music
COST : 5
MODS : D
This spell lets the caster record music into his music file. He can
also, at will, play back any song in his file. He may instead put it on
autoplay, where it will play the songs in the order they are in the
file, going back to the begining when it finishes. He may start
autoplay in the middle of the file if desired. It is possible to create
more than one music file and to move or copy songs between them. Songs
may be deleted without being put somewhere else as well. The music is
entirely within the caster's head and cannot be heard by anyone else.
~Control_Computer*~ will enable the caster to cast this on someone
else. In that case the only option is to have it play any one song from
the caster's music files over and over again for the duration. This can
get annoying if it continues for a while.
The spell effect is mildly distracting, making the character it is
inflicted on to be -5% from all skills for the duration, but this effect
on a singer or musician causes a -25% from using such music skills while
it is in effect unless they are playing the exact same melody. If the
caster is running the spell on himself he may negate the penalties by
turning down the volume or pausing the music while involved in things
which require concentration.
The subject must have a ~Mental_Account*~ .
:Mental_Spreadsheet
COST : 5
MODS : N
This spell requires the caster to have a ~Mental-Account*~ . It
creates a spreadsheet program within their mental account that they can
use for keeping large numeric records or tracking large scale numerics.
This spell will last for 1 hour/RANK. It may be maintained by
spending the base cost again. If it is not maintained, then the file
will be saved for later use, but may not be read or modified unless this
spell is recast.
:Minor_Modem_Worm
COST : 5
MODS : N
This spell is cast thru an active ~Mental_Modem*~ or
~Computer_Telepathy*~ spell with a computer, and sends forth into the
machine a construct designed to seek out all the information on a single
stated keyword subject at the casting and feed the information into a
file in the caster's ~Mental_Account*~ . It does NOT have the ability to
decrypt information or to breach security codes, it simply gathers and
returns the information methodically, quickly and accurately into the
file. It ceases to exist if the modem connection is lost for any reason.
:Modify_Traffic_Light
COST : 5
MODS : D,R
This allows the mage to manipulate any standard traffic light, able
to change the sequence, current light status, delay factor in the
sequence or to do Odd things (like showing green to all directions or
giving a walk light when its green or Turning it into a blinking yellow
for the duration etc). Additional ranks allow more lights within the
range to be affected at the same time (So you can modify really big
intersections).
:Mystic_Transfer
COST : 5
MODS : R
This spell allows the caster to send a HUNG technospell to any mage
with a ~Mental_Account*~ . If sending to a memorized account, it can be
sent any distance without cost for range. If the target does not have
the hanging slots or capacity free to hold it they must cast it
imediately or let it disperse. If they have a held action, or are
otherwise able to react instaneously, they may trigger another hung
spell to make room for it. If they choose to cast the spell just
recieved, they may hang onto it until their next oportunity to cast.
If transfered to someone with an ~Apprentice_Account*~ the recipient
has a chance to cast equal to their worst existing tradition at -20% or
at INT. (If they are technomage they can use their technomagic skill as
normal.)
This spell can be used to transfer hung spells to technomage
~Familiars*~ but such have no hanging slots. For the purpose of casting
spell so transfered, the familiar may be considered to have a number of
levels of Spellcasting equal to thier caster's Spellcasting or
~Create_Familiar*~ ranks, whichever is LOWER. If the spell is
transfered from the familiar's creator he may roll versus his own
Spellcasting skill on the familiar's behalf.
The subject WILL know what the effect is and its details. Each
additional RANK allows another spell to be transfered at the same time,
if the caster wishes to do so.
Prerequisite: ~Electronic_Mail*~
:Open_Electronic_Lock
COST : 2
MODS : R
This will open an electronic lock instantly. It does NOT remove traps,
spells or mechanical locks.
:Open_Mechanical_Lock
COST : 5
MODS : R
This will open a mechanical lock instantly. It does NOT remove traps,
spells or electronic locks.
:Phasers
COST : 15
MODS : D,R
This spell will fire a beam of energy at any target within range. If
the target makes his save he is stunned for 1 round per RANK. If he
fails his save he is unconscious for 1 minute per RANK. The target is
allowed a PROW save to attempt to dodge and avoid the beam completely.
Subtract 1 round from the effect for every point of the subject's HARD
above 20.
If the spell is cast with duration, the caster may shoot as many
times as desired, but each shot after the first requires that he pay the
base cost again. However, range is only required to be paid once, and
the shots may be fired in one round without any additional skill rolls.
(This is the stun setting. The kill setting was considered neither
practical nor interesting enough to implement.)
This spell is not available for general use. It is only available
from its creator, ~Star_Elf*~ . Consult the GM if you wish to know it.
:Power_Machine
COST : 15
MODS : D
This spell will enable the caster to generate up to 25 volts per RANK
which can be used to power electrical devices which normally require
batteries or a wall socket. The caster must hold the plug or whatever
or use an ~Extension_Cord*~ . It cannot be used to generate more power
than the machine is designed to handle. If there is excess energy, more
than one machine may be so powered.
:Program_Spell
COST : 5
MODS : N
This spell will enchant a program that you have access to, so that
you may attach a spell to that program. You are at -50% to cast this
spell if you did not write the program in question yourself. You must
spend energy and make a skill roll as if casting the spell to be
attached normally, but the only effect will be on the program.
A token mage may use this to enable the program to cast any spell he
knows once with the designated modifiers. Any technomage may use it in
conjunction with those spells which mention a specific use for it. It
is up to the GM what happens when a character experiments with other
spells.
:Radius_Dampen_Technology
COST : 20
MODS : D,R
This projects from the point of casting out to a radius of the
paid for RNG in a field that reduces the current in electronic
equipment. While in this area all electronic equipment will simply
fail to function. It does not affect chemical or mechanically
based devices or anything magically enhanced or magical of nature
(thus a technomage would not be affected by this).
:Recording
COST : 7
MODS : D
This spell will enable the caster to store all impressions gained
from any one sense per RANK into a memory file. The senses to record
are choosen at the time of casting. Each casting creates a separate
file. In addition to the normal senses, the caster may choose to record
a more exotic sense such as cyberpsi (spells such as ~Mental_Modem*~ and
~Computer_Telepathy*~ ) or telepathy. The GM should be the judge of
which Detect spells or ~Tricorder*~ settings are close enough to count
as the same sense.
The memory file can be looked at later using ~View_Recording*~ or it
can be accessed by other spells.
This spell can only be used by a mage with ~Mental_Account*~ .
:Reminders
COST : 3
MODS : N
This spell lets the caster create a message to himself of not more
than 25 words plus 10 per additional RANK. The message will be
programmed to give itself to the caster at a date and time specified at
the time of casting. The caster may give a time relative to some known
event which has already occured. Example: 35 minutes after I put the
cake in the oven.
At RANK 2, the caster may program repeating reminders. Such must use
a regular schedule such as 1:00 every Monday, 9:00 on the 8th day of
each month or 10:00 on every day in June. Something more complicated
like the 1st and 3rd Saturday of each month is also acceptable.
At RANK 3 the caster can program a message to respond to an external
event. The event must be detectable to the caster, but the time of the
event does not need to be known at the time of the casting. Example:
Tell me, "Mail the letters in your backpack," when I pass by the post
office.
At RANK 4 the caster can program a repeating reminder to respond to
external events. Example: Tell me, "You're on a diet," every time I
look at chocolate cake.
This spell requires the caster to have ~Mental_Account*~ in order to
function.
:Reminding_Spell
COST : 10
MODS : N
This spell will enable you to set up a one-time reminder that will
instead of delivering a message will cast a spell. All modifiers and
parameters must be chosen at the time this spell is cast, and the energy
for the spell is placed into it at that time as well. The spell does
not count against maximum energy or hanging slots, but the energy placed
into it cannot be retrieved. It can be canceled before it is triggered,
but it will be lost in that case. Once this spell is cast, the caster
has no control over the stored spell. It will activate (requiring a
normal skill roll) if the programmed cercumstances occur, even if the
caster does not desire it to.
One person cannot have more than one spell per RANK stored in such a
fashion, though if RANKS allow, one reminder may activate multiple
spells. Only spells from the following list are acceptable to be used
as stored spells: ~Electronic_Mail*~ , ~Encrypt_Thoughts*~ ,
~Iron_Mind*~ , ~Mental_Modem*~ , ~Mental_Music*~ , ~Recording*~ , or
~Transfer_Energy*~ .
The caster must have a ~Mental_Account*~ .
:Remote_Control_Car
COST : 10
MODS : D,R
This spell enables the caster to start a car or similiar vehicle
and/or cause it to drive around within the normal capabilities of that
vehicle. The spell can be used to make the vehicle do very precise
stops or turns, as long as sufficient warning is given that there is
time for the appropriate adjustments to speed and angle. The caster is
at -20% if he does not have Driving skill with that vehicle. (Or twice
that if he doesn't have Driving skill for a related vehicle or a
Mechanics/Repair skill for the target vehicle either.)
:Remote_Control_Plane
COST : 10
MODS : D,R
This spell enables the caster to start a plane or similiar vehicle
and/or cause it to fly around within the normal capabilities of that
vehicle. The spell can be used to make the vehicle do very precise
stops or turns, as long as sufficient warning is given that there is
time for the appropriate adjustments to speed and angle. The caster is
at -20% if he does not have Piloting skill with that vehicle. (Or twice
that if he doesn't have Piloting skill for a related vehicle or a
Mechanics/Repair skill for the target vehicle either.)
:Resist_Electricity
COST : 15
MODS : D,R
This lasts for the duration or until a total of 10 points/RANK of
damage have been absorbed by the spell to protect the target from harm.
This spell can be cast on a machine instead of a person. In that
case it will absorb electricity from power surges and the like as well
as the standard types of damage. In no case will it interfer with
electricity which is not harmful to the subject.
:Resist_Technology
COST : 7
MODS : D,R,T
This spell allows the caster to protect themself from technospells
and technolgoical devices. It gives a +5% per RANK of addition to
saving throws versus technomagic. It gives a +10% per RANK of addition
to PROW when used defensively against technological items within 5 feet
per RANK of the caster. A critical on a PROW save causes item not to go
off at all, possibly protecting others in the area.
:Rewrite_File
COST : 5
MODS : D,R
This spell will enable you to edit a file or program. You must
already have access to the file in some fashion. (You need sufficient
access though ~Mental_Modem*~ , ~Computer_Telepathy*~ or more mundane
means to at least be able to get a directory with the file name in it.
You do not actually have to go to the directory if you know the path
name.) A simple change can be done in one round. A more complex change
will take longer. This spell does not give the ability to read the file
either before or after it is changed. This spell will be of limited use
on an encrypted or compressed file, unless the key or compression system
is known, and you realize you are dealing with such a file.
:Stall
COST : 5
MODS : R
This causes an active vehicle engine that uses spark plugs to
suddenly stall out and cease to work temporarily. It will turn over
again with effort, but the initial stalling will cause a delay, possible
loss of control (if the vehicle has automatic steering and/or brakes)
and possible loss of speed.
:Start-Not
COST : 3
MODS : D,R,T
This can be cast on any vehicle that uses an electric starter that
is not already running. It prevents it from turning over by coating
the contacts with a non-conductive material. This coating CAN be
scraped off by someone who understands automobile maintenance, but
it takes some time - but it will also crumble away at the end of
the spells duration.
:StealSpell
COST : 7
MODS : R
When cast, it allows the caster to randomly steal one of an opponent
techno-mage's 'HUNG' techno-spells and immediately use it themselves,
or add it to their own 'Hung' collection for later use. A hung spell
like this is lost after the casting and the mage will have no memory
of how it actually worked since it was stolen merchandise. The caster
will be able to identify the spell if it is one he knows.
:Summon_Taxi
COST : 7
MODS : N
Only castable in an Urban area, this will summon a taxicab to the
street the caster is on, if there is one within a 1/8 mile radius (this
increases per RANK) and the driver will bring it to a stop as close
as possible to the caster safely and believe that they had received
a call on their radio to pick up a fare at this address.
:Transfer_Energy
COST : 1
MODS : D,R
This spell allows the caster to send energy to any mage with a
~Mental_Account*~ . If sending to a memorized account, it can be sent
any distance without cost for range. If cast with duration it can be
set to automatically transmit energy at a default rate until changed.
Energy cannot be transferred to a non-mage being unless they are magical
in nature. Only RAW energy *not HUNG spells* can be transferred this
way.
:Tricorder
COST : 20
MODS : D
This spell will give the caster a magical detection ability. It can
be programed to detect almost anything, but it can detect only one thing
at a time. It takes one round to reprogram it. (So you can detect a
different thing each round, if you spend all your time reprogramming
it.) The detection has a radius of 30' per RANK.
The detection ability will normally alert the caster when something
of that type comes within range, and give an approximate value of the
total amount within range. By concentrating for a round, the caster can
get a general analysis, including the exact location and amount of each
source of the substance. Once he has located someone or something, he
can continue to keep track of them as long as he keeps watching, even if
he does other things as well.
This spell can also be concentrated on a single target within the
radius, to do a more in depth analysis. This also takes a round of
concentration, or possible two or three.
Examples of things that can be detected: metal, gold, paper, living
creatures, mages, magic. A general analysis will give a numberic value
where one is appropriate. (For active spells and items this will be the
number of points that went into creating it. If there are multiple
spells on a single target, give the total of all active spells unless an
in depth analysis is done.)
For things such as mages or living creatures where there is no
numeric value, a pattern is detected instead. Any match or similiarity
to known patterns or others in range will be noted. Each tradition has
a different pattern. Multi-tradition mages have overlapping patterns of
different strengths. A general analysis will detect it as one
complicated pattern. Two mages with the exact same traditions in the
exact same order will have the same pattern. Two mages with the exact
same traditions in a different order will have very similiar patterns.
Two mages who have at least one tradition in common will have similiar
patterns. Related traditions will produce similiar patterns as well.
An in depth magical analysis will give the subject's Magical
Aptitude, Magical Capacity, current spell points, number of hung spells,
and number of points tied up in each spell. It also tells if the target
is a mage, and will separate the various patterns of multi-tradition
mages and tell which order they are in. This may take 2-3 rounds on a
complicated subject. The caster may choose to only check certain parts
of this if desired.
An in depth physical anyalysis will give the subject's Hardiness,
HTK, and current hit points. It will give the location of any injuries.
It will also identify patterns for type of disease or injury, which may
be recognized if it has been seen before. It will give the racial
pattern as well. Similiar races will detect as similiar.
A magical analysis of an item or other subject who is under the
effects of spells will give the number of spells, the energy that went
into creating it, and patterns of the spells. Only the exact same spell
cast by the exact same tradition will have the same pattern. The same
or similiar spell cast by a different tradition or a different spell
cast by the same tradition will have similiar patterns. Similiar spells
cast by the same tradition will have very similiar patterns.
If the caster has a ~Mental_Account*~ then all patterns will be
stored in a file. It is up to the GM how well one can remember patterns
without such a file.
:Unplug
COST : 1
MODS : R
This spell will cause all electronic devices that have plugs
(including electrical outlet connections, Speaker wire connections and
computer cable connections) to suddenly and subtley become dislodged
inside the radius of effect (no saves!).
This can be real annoying, especially to other Technomages and those
who depend on technology.
:Unstable_Molecules
COST : 10
MODS : D,R
This spell is cast on one or more objects which cannot exceed a total
of 5 pounds of weight. If cast on multiple objects they must be
logically connected in some way. Examples: the clothing & equipment I
am wearing or everything in that pile over there. It does not affect
living creatures. For the duration they will be completely succeptible
to all forms of shapeshifting. They will automatically be affected by
any shapeshifting power that is attempted on them regardless of any
size, shape or substance limitations the object would normally violate.
An object that has been shapeshifted will remain so for the duration of
the shapeshift even if this spell expires before then.
This spell also has the side effect that any item affected by this
spell counts at half its actual weight for purposes of any teleportation
effect. (Including ~Activate_Transporter*~ .)
:View_Recording
COST : 1
MODS : D
This spell can be cast on a single memory file made with the
~Recording*~ spell without duration and will play it from begining to
end. If duration is used, the caster may scan or view any such files in
part or whole in any order.
In either case, the caster may choose the volume/intensity at which
the file is played. They may set it as either transparent or
non-transparent. A non-transparent playing will block all inputs from
the senses involved. (So playing a non-transparent visual recording
will make the caster effectively blind otherwise. A non-transparent
cyberpsi recording will prevent the caster from noticing incoming
~Electronic_Mail*~ or ~Mental_Modem*~ calls.) It is possible to have
different settings for different senses, or to vary the settings while
it is being played.
If cast with Duration, in scan mode, the caster may alter the speed
the recording is being played at, including freeze frames. He may also
do close ups, remove background noise, or other modifications which
involves ignoring part of the file.
:Walkie_Talkie
COST : 5
MODS : D,R,T
This spell can be cast in either of two modes. In either mode it
will give all targets of the spell a magical walkie talkie which will
transmit all sounds within hearing range of it to the other walkie
talkies.
In group communication mode, the walkie talkies will only send to and
recieve from other walkie talkies created by the same casting of this
spell.
In general communication mode, the walkie talkies will send to and
recieve from any walkie talkie set to general communication mode,
regardless of who created it. It will also be compatible with
~Communicators*~ which are set to send to or recieve from them.
Neither mode is compatible with standard mundane walkie talkies.
This spell has not gotten much use since ~Star_Elf*~ invented the
superior, ~Communicators*~ spell.
:Familiars
:Technomage_Society
Technomages have a much better connected, more structured society
than other mages due to the effects of ~Electronic_Mail*~ and
~Mage_Net*~ . For the most part, they are friendly with mages of other
traditions. They usually do not have prejudices based on physical
appearance as they tend to have large numbers of friends whom they have
never seen face to face. They also will usually ignore stereotypical
assumptions about people once they get to know them. The various types
of technomages are listed below.
:Apprentice
Anyone with an ~Apprentice_Account*~ . Also those who have just
learned technomagic, have a ~Mental_Account*~ but do not yet have both
~Electronic_Mail*~ and ~Mental_Modem*~ but intends to continue studying
for a long time, and plans to have both shortly. Apprentices are
considered to be "young" technomages. If they disagree with an
Interface* on a matter dealing with technomagic, their answer is usually
considered to be incorrect, but the other technomages will usually try
to explain why they think the apprentice is wrong.
:Dabbler
A person who knows ~Mental_Account*~ and ~Electronic_Mail*~ and
possibly a few other spells, but have little or no interest in learning
much more. Most such people have technomagic as a secondary tradition.
There are also a handful of rogue mages who know a few technospells and
a number of computer programers who are only mildly interested in magic
who also fall into this catagory. Dabblers are generally fairly well
accepted by most technomages, though there are a few who look down on
them for their decision to stop studying technomagic. They are usually
ignored if they try to express an opinion relating to technomagic that
contradicts something an ~Interface*~ has said.
:Interface
Any person who knows ~Mental_Account*~ , ~Electronic_Mail*~ and
~Mental_Modem*~ who either knows a large number of other spells or is
still studying technomagic. These are the major population of
technomage society. The others are fringe members.
:Net_Glider
Those possessing both the technomage and astralist traditions have
learned how to upload their astral body into cyberspace using the
~Mental_Modem*~ spell. A few technomages have tried to come up with a
straight technospell that does this, but none have succeeded so far.
The net gliders form their own clique whether Interface* or Dabbler* .
:Outsider
A term originally devised by technomage for those people who learned
Technomagic on their own without direct contact with another technomage
or access to Mage_Net. Basically a self-taught mage, who went beyond the
realm of a dabbler or Rogue and thus far more dangerous since they have
their own agenda and are not part of the technomage society.
:Wild_Interface
A technomage who uses his powers to crash computers, create viruses
or other destructive purposes. Also those who use magic to break into
computers for profit. (It is acceptable to break into other people's
computers for self defense or other GOOD reasons, however.) Anyone who
attacks or steals the files or equipment of a technomage in good
standing in the community. The first two types are generally ignored,
except by a handful of technomages who hunt down such for one reason or
another. The third type will quickly find the entire technomage society
out to get them.
:Mage_Net
So called, because most of the nodes are technomages. It is designed
to collect e-mail from other computers and other nets and to bring them
all to one location where they can be downloaded by technomages using
~Mental_Modem*~ . The host board for Mage-Net is called ~Hengrave*~
after the planet the Interface Guild in Molt Brother is based on. It is
run by ~Master_Interface_?*~ .
It is traditional for mages to use their username as their nodename
for their ~Mental_Account*~ . (Example: Eagle_Interface@Eagle_Interface
or Star_Elf@Star_Elf.) It is not an innate part of the spell, however.
It is, however, an innate part of ~Apprentice_Account*~ and
~Create_Familiar*~ that the nodename for those accounts are the same as
that of the caster's ~Mental_Account*~ .
:Hengrave
Any technomage who sends ~Electronic_Mail*~ to ~Master_Interface_?*~
with a ~Mental_Account*~ for a return address can get an account on
Hengrave. Other mages may get paid accounts on Hengrave. (This option
was originally created for ~Apprentice*~ technomages, but has expanded
since then.) Anyone found guilty of practicing any ~Wild_Interface*~
activity will immediatly and permanently have their account revoked.
Paid accounts cost $25 per year or $2.50 per month to cover phone costs
and equipment maintenance. This can be waived with permission from the
sysop, especially for CalTech students and users who contribute in other
fashions.
Hengrave has a number of message areas. This includes a chat area
where technomages can call up and chat with each other online. The
messages in this area are considered to be temporary and any which are
more than 24 hours old are automatically erased when the computer does
its daily maintenance.
Hengrave's file areas includes one dedicated to complete techospells.
Technomages may download from this area any spell listed in this file
except for the spells ~Create_Transporter*~ and ~Phasers*~ which are
available only from ~Star_Elf*~ . ( ~Activate_Transporter*~ is online,
however.)
:Persons_of_Note
:Dalton_Gang
A group of very powerful Outsiders* whoose reputation is gaining them
a following among techno-groupies (Non-mages who know about the Technos',
not Mundane, not mage) for their outrageous acts across computers. They
named themselves primarily after famous characters of the Old Wild West,
with Dalton Being the leader (the gang includes people with the handles
'Frank James', 'Jesse James', 'Billy The Kid', 'Wrangler Jane' and
'Doc Holiday').
Among their escapades was a raid on the White House Internet System,
causing it to bypass the usual accounts used by the staff and dumping
all mail to the President directly into her personal system for three
weeks; Causing the IRS to refund all taxes paid in the state of Rhode
Island for the past 7 years by anyone with the last name of 'Jones';
and re-routing all the flights landing at New York Airport to an
obscure airport in the catskills on the anniversary of the Steve Jackson
Games Raid except for the one that Steve Jackson himself was landing
in, which the computers had mis-identified to the operators as being
Air Force One.
:Eagle_Interface
A were-eagle. Was discovered by ~Master_Interface_?*~ when she used
her wild latent talents on the Cal-Tech computer. She quickly became
one of his best students of technomagic, inventing the spell
~Unstable_Molecules*~ . She was a co-sysop on ~Hengrave*~ during her
senior year. After graduating, she spent the summer helping ~Star_Elf*~
on his transporter project. She has since settled down with a Weather
Worker/ ~Dabbler*~ who she is learning weather magic from.
:Master_Interface_?
The sysop of ~Hengrave*~ , the host board for ~Mage_Net*~ which he
runs from his apartment. Head of the computer science department at the
California Institute of Technology. The major recruiter of new
technomages, he approaches any student with an interest in computers and
a high aptitude, and offers to teach technomagic to those who react
favorably to the concept of magic.
:Star_Elf
An elven Star Trek fanatic. One of the first to come up with a
~Tricorder*~ spell. Also a leader in voice files for ~Familiars*~ .
Inventor of the ~Communicators*~ spell. He lives in an airplane and
goes to all the science fiction conventions. He has programmed his
familiar to mimic the major characters from Star Trek. He has been
working on ~Create_Transporter*~ for a long time, but has yet to get it
working properly. He has uploaded the ~Activate_Transporter*~ spell and
tries to convince other people that they want transporters anyway.
He has had several apprentices whom he picked up at science fiction
conventions. He took ~Eagle_Interface*~ as an assistant for one
summer, at the end of which he upgraded to a larger airplane and gave
her his old one. Is highly eccentric, but alot of fun. He teaches all
of his apprentices (and anyone else who expresses interest)
~Activate_Transporter*~ . He will teach ~Create_Transporter*~ or
~Phasers*~ to anyone he likes who has the interest and Aptitude.