Technopathic Abilities

### Comms Blackout

Using a reaction, you choose a 20-foot square within 90 feet. Any comms devices within that 20-foot square are overloaded and shut down for one hour.

At 9th Level, the size of the area affected increases to 40 feet.

### Create Distraction

Using an action, you choose a creature within 60 feet. You cause all of their personal devices to send conflicting alerts and emergency messages, distracting them for 10 minutes. Creatures under this effect have disadvantage with Wisdom (Perception) checks for the duration.

At 9th Level, you can select two creatures to target when you use this ability instead of one.

### Disable Trap

When a trap that you are aware of is triggered within 60 feet of you, you can use your action to disable the trap. A trap, for the purpose of this ability, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable. Thus, this ability would disable a security camera, a laser tripwire, or a mine but not a camouflaged pitfall or a hunting trap.

At 9th Level, you can use a bonus action rather than an action.

### Exploding Grenade

Using an action, you choose a creature within 60 feet that is carrying a grenade. You cause the grenade to explode. The grenade has the normal effect.

At 9th Level, you can now select two creatures to target when you use this exploit.

### Ghosting

***Restriction:*** *9th Level*

You have learned to take complete control of an augmented target or synthetic’s neural network. Choose one creature you can see in 60 feet. It must succeed on an Intelligence saving throw or be ghosted by you for up to a minute.

While the target is ghosted, you have a technopathic link with it as long as the two of you are within 500 feet of each other. You can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that man” “Run over there,” or “Fetch that object.” If the target completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can also use your action to take total and precise control of the target. Until the end of your next turn, the target takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the target to use a reaction, but this requires you to use your own reaction as well.

### Hack Mech

Using an action, you choose a synthetic within 30 feet of CR1 or lower. The synthetic must succeed on an Intelligence saving throw or become completely controlled by you for up to an hour. While under your control, you may use your action on your turn to control the mech as if its body was your own, and it acts on your initiative. If you do not use your action to control it on a turn, the mech does nothing.

At 9th level, you can now take control of up to CR6 synthetics.

### Overcrowded HUD

Using a bonus action, you choose a creature within 30 feet. The creature must succeed on an Intelligence saving throw or their HUD becomes completely overcrowded with ads and pop-ups, rendering them Blinded for 3 rounds.

At 9th Level, the range of this ability ability increases to 60 feet.

### Overload

As a bonus action, you reduce a Small or smaller machine within 60 feet of you that you can see to 0 hit points and cause targets within 5 feet of it to take lightning damage equal to half your level as you cause it to overload. The machine cannot be a weapon. If a creature is carrying the machine, it can make an Intelligence saving throw. On a successful save, the machine is unaffected.

At 9th Level, you can target machines that are Large or smaller, and the damage increases to equal your level.

### Ping Echo

Using an action, you create three pings that you broadcast into a creature’s neural network. You can send all three to one creature, or target up to three different creatures within 90 feet that you can see. Each Ping deals 1d4+1 psychic damage.

At 9th Level, you ping echoes increase to five.

### Tracking

Using a bonus action, you choose a creature you can see within 90 feet and hack one device or augmentation to track it. For up to an hour, you gain information about the creature’s vitals, deal an extra 1d6 damage to the target whenever you hit it with an attack, and you always know its location. If the target drops to 0 hit points before this exploit ends, you can use a bonus action on a subsequent turn to track a new creature.

At 9th Level, the damage dealt by this ability increases to 4d6.

### Synthetic Paralysis

***Restriction:** 9th Level*

Using a process similar to ghosting you take control of a creature’s augmentations within 60 feet, and cause joints to harden. The target must succeed on an Intelligence saving throw or be paralyzed for up to a minute. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the effect ends. Targets made entirely of metal and those with augmentations on all four limbs have disadvantage on this saving throw.

### Weapon Jam

As an action,you cause a firearm within 60 feet of you that you can see to malfunction. When a creature makes an attack with that firearm within 1 minute, the creature must roll a d8 and subtract the number rolled from the attack roll. If a creature is holding the firearm, it makes an Intelligence saving throw. On a successful save, the firearm is unaffected.

At 9th Level, the die increases to d10. Additionally you can perform this ability as a reaction. When performed as a reaction, the creature targeted does not roll an Intelligence saving throw.

### White Noise

Choose up to 3 creatures within 30 feet of you. Targets must make an Intelligence saving throw or gain the Deafened condition for 2 rounds.

At 9th level, the duration of this ability increases to 1 minute (10 rounds).