Path of the Technomancer

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Powers (Mental - Occult)

⚫ Analyze

Challenge: Mentals (Occult) vs 10 (Security of the technology) Cost: One Blood Duration: Action

Caster spends a blood and touches a piece of technology. He instantly knows how to operate it and how all the controls work.

Note: This does not give the caster any passwords or access to restricted areas.

⚫⚫ Jam Tech

Challenge: Mentals (Occult) vs 10 (Security of the technology) Cost: One Blood Duration: Scene

The caster spends a blood and touches a piece of technology. This technology will cease to function for the scene. This can be used to render firearms inoperable. (The difficulty is equal to size+tagss)

⚫⚫⚫ Upgrade/Downgrade

Challenge: Mentals (Occult) vs 10 (Security of the technology) Cost: One Blood Duration: Scene

Caster touches a device and spends a blood and a Willpower, this will cause the device to have two additional traits (or two less trait) for whatever its primary function is, including weapons and computers.


⚫⚫⚫⚫ Ghost in the Machine

Challenge:Mentals (Occult) vs 10 (Security of the technology) Cost: One Blood Duration: Concentration, Scene

The caster may psychically inhabit a machine within line of sight. He may possess the machine as per Subsume the Spirit; level five Animalism. Note: This does not imbue any special abilities on the machine, this does however allow the caster to avoid alarms and he may choose to deactivate them. He may also move any moving parts of the machine. If the piece of technology is destroyed while the kindred is still in it, his mind snaps back to his body and he takes 1 Ag. The Caster may manipulate the machine the machine and has all required passwords.

⚫⚫⚫⚫⚫ Fangs of the Weaver

Challenge: N\A Cost: : One permanent Blood ( Ie they have a permanently empty blood point, for each cybernetic installed) Duration: Permanent

The vampire installs a piece of technology directly into themselves. Each piece of cybertech requires a permanent point of blood to be spent (ie their blood pool is one less.) Each cybernetic installed increases the difficulty of all Conscience rolls by one. A character may buy additional Cybernetics for 10 Exp each.

Vibroblade: A vibroblade acts as a Rank 3 Klaive. It must be deployed before use.It cannot be modified beyond this but is potence rated.

Web Spike: The Kindred gains an additional Computer skill retest.

Integrated Phone: The Kindred has a Phone installed in its brain. Allowing them to speak over the phone without talking out loud.

Thermal Sight: The Kindred gains Thermal Vision, Increasing their effective Auspex by one to a max of 5 for the purposes of penetrating Obfuscate-type powers.

Cloak: The kindred gains a cloak, Increasing their effective obfuscate by one to a max of 5 for the purposes of hiding from auspex.

Wings: The Kindred gains Flight 2 as per gargoyle rules.

Cyber Limb: The Kindred's unarmed damage is increased by one

Clarity Providing Augment: Grants the kindred a discipline retest on Self Control checks.The character becomes vulnerable to weaver Frenzies

Spider Limbs: the character may take their full step count up vertical surfaces

Heart Plate: It takes one additional success to stake the Kindred.