Shadows on the Horizon

Hypertech

...put simply this is the integration of magic and technology/science. The Technocracy simply considers it Enlightened Science. One does not need it to integrate the two, the Etherites and many VAs in some ways consider it giving in to the Technocracy's control to use it. Mage with the right levels of Prime can make Wonder's and Talismans, this Ability is used to create Devices. It has advantages and drawbacks alike. Hypertech abilities can be used in creating Devices.It has advantages and drawbacks alike. Hypertech abilities can be used in creating Inventions/Devices, a requirement for Technocrats and an optional Focus (allowing them to retest with all related Abilities) for technology-minded magi. Unfortunately, in all cases, it constrains it's creations to technology, thereby eliminating the Paradigms of most mage and so it is not helpful for them in creating magical artifacts. Those who it does fit can potentially create semi-Devices without Prime, needing only the knowledge of the effects that you are trying to have, but you also still need a power source created via Prime in the paradigm of Hypertech if it has anything more than the most mundane of effects. In most cases the most practical types require Prime to create, but it does allow for division of labor, hence why the technocracy works so well, one division makes energy guns and another makes scanners while still another can make power generators that fit both. There are other advantages to having this ability however:

Hypertech: Rules

Hypertech like Science or Crafts in this game is divided into multiple facets; Hyper Coding, Hyper Technology, Hyper Science and Biotech. Someone with regular Computers, Repair, Technology, etc can use them on Hyper Technologies or other technologically based artifacts if you are Awakened/Enlightened, but all carry an addition of 4 traits to the difficulty, can only be used for operation, repair and some modification and you still need the right Spheres to know what you are dealing with. Such things cannot be constructed by these means, even if it is in your Paradigm you need to use magic to create Devices. So long as you call a Hyper-Ability as the skill used in dealing with these items the difficulty is normal and design/construction is possible. Additionally the Hyper-version of any ability can be taken as a Specialty for the applicable bonuses. In all challenges you must call the use of a Hyper-Ability before throwing to gain the advantages. Some other minor rules apply to purchase and use of Hyperabilities such as:

*Note that at Level Three the Abilities can be applied to the use of technology made purely with Magick, which did not have the assistance of Hypertech such as that which the Virtual Adepts and Sons of Ether often create. Until this level nothing short of Magickal manipulation allows those outside the proper paradigm to understand or use this technology. Ability benefits do not apply to such tests, but they can now be made using more 'mundane' means.

General

Biotech

Special- This can apply to any of the same Abilities as any other Hyper Ability so long as it applies to any integration of biology and technology including cybernetics, bionics and implantation. This is required for anyone using Prime/Primal Utility 5 to create permanent Enhancements.

Coding (Computers, Security)

Science (All Sciences, Medicine)

Technology (Crafts, Repair, Technology)