Sanguis Machinae

The path focuses on the control of electronic devices, from wristwatches to computers.

Primary Discipline Flaw: The vampire

• Electronic Insight

The most basic power of this path allows the vampire to project her perception into a device, granting her a temporary understanding of its purpose, the principles of its functioning and its means of operation. This does not grant permanent knowledge, only a momentary flash of insight which fades within minutes. The character must touch the device in order to apply this power.


Cost: One blood point.

Dice Pool: Intelligence + Mechanics.

Action: Immediate.


Roll Results

Botch: The vampire is unable to gain any insight into the device, and must wait until her next turn to attempt this level of the discipline again. The character has unwittingly made the learning process more difficult for herself however, with a +2 difficulty the consequence on the next roll. The blood point spent is lost.

Failure: The vampire is unable to learn anything about the device in question, and must wait until her next turn to attempt this level of the discipline again. The blood point spent is lost.

Success System

One - Two Successes: This allows a basic knowledge (on/off and simple functions).

Three - Four Successes: This grants competence in operating the device.

Five or more Successes: This shows the character the full range of the device's potential.


System

The knowledge lasts for a number of minutes equal to the character's Intelligence rating. This power can also be used to understand a non-physical technological innovation - such as a new piece of computer software - at +2 difficulty. The character must touch the computer on which the software is installed.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License