Viewing Effect - Interface
Interact with machines

Create a Interface Power


You can communicate directly with technology, without having to directly access its input and output devices such as screens, keyboards, and buttons.


For example, if you interface with someone else’s locked smartphone, you will have to know their password to do much. If you interface with a car that is already running, you can control it (as turning the car on is the security check).


Spend an Action and target a device within [[range]]. You may now communicate with the technology whether or not it exposes an interface. Concentration must be maintained or the connection will be lost.

This Power does not grant new functionality to the device, nor does it grant you any ability to bypass security measures unless the device is already unlocked or logged in. For example, you may use it to control cars that have already been turned on, phones that are unlocked, or access emails on a computer that is already logged in. It grants you access to its standard set of input/output devices (monitor, keyboard, touchscreen, buttons, etc).


Old School (You may Interface with simple machines.)
guns, deadbolts, locks, etc.

Network (When you Interface with a single device, you may also interface with any similar device on the same network.)

Long-Distance Relationship (After successfully interfacing with a machine, you may choose to add it to your own personal "network." You may interface with any machine on your network at any range. Max network size is the Gift cost of this Power.)

High Speed Connection (You can receive information from your Interface at an incredible rate. Though the initial "download" may take seconds, making sense of the info dump within the hour requires an Intelligence + Ability roll.)
Ability is determined by the GM based on the type of information.

Concealed (This power is not obvious, and it is hard for others to notice its use. Choose a Tell that occurs only when you use the Power; if someone suspects that a Power was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
One Way (You may send information but not receive it from your Interface.)
Traumatic (Make a Trauma roll when you use this power)
Long Cast (This Power takes one minute to activate.)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Range

Default Level: 1

Seasoned Threshold: 4

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Example Powers