Using your hacking skills, you can utilize the exposed wiring and circuitry to your benefit and another's detriment. You can target a creature, machine, or piece of technology as an action and attempt to lock down their access to their technomancy or technology:
As an action, you can force a creature within 60 feet of you to make an Intelligence Saving Throw. The DC equals 8 + Your Intelligence Modifier + Your Proficiency Bonus. On a failed save, the target cannot cast technomancy or use technology, and any effects created by technomancy or programs that affect them are suppressed until the end of your next turn. The creature suffers disadvantage on the saving throw if they are a construct or have technology integrated into their body (like if they rely on the use of a mechanical arm when performing the technomancy somatics). You can use this feature twice, regaining all expended uses at the end of a long rest. You gain an additional use of Shutdown at 5th and 7th tier.