Techno Mage Tradition

: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 SPIRIT under 10. ~Star_Elf*~

will not teach anyone with an Aptitude under 15.


   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

         Cryptography

         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 similar 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 Health/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 minute after that for spell purposes.


   Industrial Current (220v) produces 2d10+2 damage from initial contact

and then 4 points per minute 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 receiving 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 receiving transporter must be known,

though it's actual location is not necessary.  (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 receiving

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 receive ~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

receive 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, receiving 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 receiving 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 receive 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 grammar 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 actually 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_Familiar

  

    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/automaton 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 monitors 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 approximate 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 similar 

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 interfere 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 receive 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 similar

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   : 5

    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 receive mundane e-mail from it.

Received 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 extension

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 calendar/clocks simultaneously if desired.  Each must still be

created with a separate casting.  A calendar or clock must have a

calculated schedule.  A random one or one dependent 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 similar 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

immediately 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

received, they may hang onto it until their next opportunity 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 their 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 Coordination save to attempt to dodge and avoid the beam

completely. Subtract 1 round from the effect for every point of the

subject's BODY 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 chosen 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 circumstances 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 similar 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 similar 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 interfere 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 technological devices.  It gives a +5% per RANK of addition to

saving throws versus technomagic.  It gives a +10% per RANK of addition

to Coordination when used defensively against technological items within

5 feet per RANK of the caster.  A critical on a Coordination 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 numeric 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 similarity

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 similar patterns.

Two mages who have at least one tradition in common will have similar

patterns.  Related traditions will produce similar 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 analysis will give the subject's BODY, Health,

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.  Similar races will detect as similar.


   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 similar spell cast by a different tradition or a different spell

cast by the same tradition will have similar patterns.  Similar spells

cast by the same tradition will have very similar 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 subtly 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

receive from other walkie talkies created by the same casting of this

spell.


   In general communication mode, the walkie talkies will send to and

receive 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 receive 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 programmers who are only mildly interested in magic

who also fall into this category.  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 viri

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 immediately 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 technospell.

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 a lot 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.


Comments

Popular posts from this blog

BOTTOM LIVE script

Fawlty Towers script for "A Touch of Class"