• Control Simple Machine
The shifter may speak to the primal urban spirits in the simplest mechanical devices (no electronics, or things with more than one moving part.), causing them to operate or shut down as he sees fit. Levers flip, pulleys roll, doors unbolt, etc. This can only be used on items within 15 meters of the shifter.
Cost: One essence point.
Dice Pool: Manipulation + Mechanics.
Action: Immediate.
Roll Results
Botch: The shifter cannot use this gift again on the mechanical device she just attempted to affect, for the duration of the scene. All essence spent is lost.
Failure: Nothing happens to the mechanical device. All essence spent is lost.
Success: Control is taken over the mechanical device in question. This control lasts for the duration of the scene.
•• Jam Technology
The shifter can cause a number of technological devices within a 15 meter range to cease functioning, although temporarily. The number of devices that she can affect is equal to her Manipulation rating.
Cost: One essence point. Additional items may be targeted at one additional essence apiece.
Dice Pool: Manipulation + Mechanics. If more than one item is being targeted, only one roll is required.
Action: Immediate.
Roll Results
Botch: The shifter cannot use this gift again on the technological device she just attempted to affect, for the duration of the scene. All essence spent is lost.
Failure: The technological device is unaffected. All essence spent is lost.
Success: The technological device ceases functioning for one turn per success, though the device is essentially unharmed.
••• Control Complex Machine
The shifter may now control more complex machines such as cars, modern locks, guns and computers. This can only be used on machines within 30 meters.
Cost: Two essence points.
Dice Pool: Manipulation + Mechanics/Driving/Computers (depending on the situation).
Action: Immediate.
Roll Results
Botch: The shifter cannot use this gift again on the machine she just attempted to affect, for the duration of the scene. All essence spent is lost.
Failure: The machine is unaffected. All essence spent is lost.
Success: The shifter manages to take control over the machine. This control lasts for the duration of the scene.
•••• Break Technology
This destructive gift allows a shifter to render any device covered in the Gifts: Control Simple Machine, Jam Technology, or Control Complex Machine useless until it is repaired. The shifter can cause devices within a 35 meter range to cease functioning.
Cost: An initial device is broken at the cost of two essence points. Additional items may be targeted at one additional essence apiece.
Dice Pool: Manipulation + Mechanics. If more than one item is being targeted, only one roll is required.
Action: Immediate.
Roll Results
Botch: The shifter cannot use this gift again on the technological device she just attempted to affect, for the duration of the scene. All essence spent is lost.
Failure: The technological device is unaffected. All essence spent is lost.
Success: The technological device ceases functioning until repaired.
••••• Anima Machina
At this level of mastery the shifter erases the line between herself and the machine, allowing her to graft bits of technology to herself for a variety of purposes. A blade or firearm might replace an arm or hand, a grievous wound might be repaired with a piece of metal, or a camera might be "installed" in place of an eye. Most any inorganic material can be added to the shifter's body in this way, and thereafter be used as if it were a natural extension.
Note For Exchanging and Healing - this affects both at once, regardless of which was used to attach the machine part:
- Removal of machine parts aren't something the player/character can pick and choose.
Example: The shifter takes a knife and replaces her hand with it. She loses the use of one essence point. She later on gets cut open and uses a piece of metal to hold her guts in. She's lost the use of two essence points now. Another wound, another repair. She's lost the use of three essence points now, and so on until she has none left, nothing more can be added, and she's looking very mechanical. When she decides at some point to turn off the gift, '''everything''' turns back to her flesh. She can't choose to remove three pieces and leave another two in place.
When this occurs, all 'lost' essence and appearance points return.
Exchanging Body Parts For Machine.
Cost: For each item grafted, the character loses use of one point of essence and one dot from her appearance rating.
Dice Pool: No roll required.
Action: Immediate.
System
The shifter holds the machine part to the body part she wishes to replace. Ie. The shifter holds a gun in hand, or holds a sword to her arm, or presses a camera to her eye, etc. Essence is then spent and the replacement takes place. It is assumed the replacement is operable on its own - for instance a gun replacing a hand will shoot without needing to be triggered by the other hand. When the shifter wishes to regain her original body part, the machine is absorbed and organic material returned. Ie. The gun becomes the hand, with no gun left over to carry off.
Healing Wounds With Machine Parts.
Cost: For each item grafted, the character loses use of one point of essence and one dot from her appearance rating.
Dice Pool: Intelligence + Mechanics.
Action: Immediate.
Roll Results
Botch: The machine piece is applied incorrectly, but still counts as an addition. The shifter suffers the same essence and appearance losses as ordinary, yet no damage is healed.
Failure: The grafting of the machine part to the body is unsuccessful. The essence spent is lost.
Success: The machine part is successfully grafted to the wound. The number of successes rolled indicate the amount of damage "repaired". Any damage remaining is then healed as it ordinarily would be, or another machine piece may be added.