Tam starts to tap her fingers against her side, a soft smile on her face as she looks away a little. This was just another kind of sparring - and she was good at that.
A manifestation of Tam's telekinetic abilities, Tam has learned to manipulate the internals of electronics.
Exert your Mind and spend 2 Actions. Select a Computer within 20 feet. Does not work on Alien technology. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Effect is not obvious, and the only sign you are using an Effect is fingers tapping against your side. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Atrophied Shoulder - One of your shoulders is damaged. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.
Owl touches a scar near her eye, looking at some device. After a bit, the connection is made, and her command is sent.
Owl had a great idea!
A way to interface with her computers and other devices without having that ability be tracked or stolen.
She didn’t think about all the consequences till halfway through the surgery.
Exert your Mind and spend 1 minute. Select a Computer within 300 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Effect is not obvious, and the only sign you are using an Effect is Owl touches a scar near one of her eyes rubbing it some. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.
Possession of this Power grants the following Battle Scar: Implant scars: Owl has several large scars covering her face, particularly around her eyes. This increases the difficulty of social rolls by one..
Possession of this Power grants the following Trauma at all times: Technological Paranoia: You come across an active security system you don’t control, you must make a self control roll to not attempt to take it over..
You are completely new specie
You gain the following benefits at all times.
You gain 2 additional limbs that function as standard human arms and hands.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
All rolls utilizing your Extra Appendage are at a -2 dice Penalty.
Luna has immense control over digital systems, although it's come at the cost of her body and... to a degree, her mind. Spending all her time in cyberspace.
Exert your Mind and spend 2 Actions. Select a Device within 300 feet. Can be used on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Effect is not obvious, and the only sign you are using an Effect is her nose wiggling. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Possession of this Power grants the following Battle Scar: Weak Stomach: Your time in a more perfect world has left you weaker to the more ugly parts of the one you live in and Minor Vertigo: Take a -1 to any rolls involving balance or grace..
Possession of this Power grants the following Trauma at all times: Fear of the Dark: You are utterly terrified of darkness. You must succeed a Self-Control roll in order to leave a well-lit area. If you fail, you may Exert your Mind to face your fear. Take a Mind Damage if you are ever surprised while it’s dark and Autophobia: You are deeply afraid of being alone outside of your safe space. To leave a safe location alone, make a self-control roll. If you fail, you may Exert your Mind to face your fear.
The eye sparks & sputters, leaving an imprint from which Grace can extend her senses. Grace can communicate through it at will.
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward, which is fixed to its initial location. You can perceive with all your senses through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
You may destroy the Ward to activate one Investigate Individual, >Object, or Area Effect as though you were standing at its location.
You may communicate through your ward, though doing so will reveal its presence.
"With holy light the world is revealed and those that want to transcend now may look upon the sacred rite and now my succumb the the dark and see the truth" (Uckerberg, 10)
Jer is able to effect technology with the chip in his head that has disfigured him the chip is pronounced on his head. He stares at the technology and through infrared and blue-tooth technology he is able to unlock it.
Spend 1 minute to activate. Select a Computer within arm's reach. Does not work on Alien technology. You must actively and obviously use Eye ball implant to activate this Effect. Roll Charisma + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Possession of this Power grants the following Battle Scar: Left eye with green veins.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.