Mechanus
By Tadhg Kelly, for the Mekara bloodline.
Description
The Discipline of Mechanus covers machines ranging from cars to computers, to
Big Guns and Little Guns. As such, it is similar in some respects to a few of
the Garou gifts, particularly the Glass Walker Gifts. However, there are a
number of diffrences, which make it into a separate vampiric Discipline (I
hope! :-).
For all purposes except when making Repair or Computers rolls to do with the
Discipline itself, add your Mechanus score to all rolls of a technical nature.
* Simple Controlling
With this
Power, the Vampire can cause machines to perform a simple action that they
normally could perform, without having to touch the machine to begin
with. Thus, he can cause a gun to fire, a radio to turn on and off, a fire
sprinkler system to suddenly activate for no apparent reason. However, he
couldn't make a car suddenly start up and drive away, but he could get the car
to start without a key. This power will not open locks of anything but the most
simple manner.
System: The Vampire spends a Willpower and makes a Wits+Repair roll with a difficulty based upon the type oof machine to be activated.
| Difficulty | Description | Example
|
| 6 | Very Simple Machines | bicycles.
|
| 7 | Slightly complex | Sprinkler systems.
|
| 8 | Fairly complex | Simpler engines, calculators, pistols.
|
| 9 | Complex machines | Car engines, computers, automatic weapons.
|
** Ceasing the Machine's Life
This
power causes a particular machine to suddenly stop working for no apparent
reason. Computers shut down, guns jam, cars cut out suddenly. Thus, this power
may have quite a few uses for those oh-so vital moments. The range of the Power
is line of sight.
System: The Vampire Spends a Willpower and makes a Wits+Repair roll with a difficulty based upon the complexity of the machine.
| Difficulty | Description | Examples
|
| 5 | Highly intricate machines
| Computers, for example. Machines
that will fail if only a tiny part is out of place.
|
| 6 | Less intricate gizmos | Car engines, automatic weapons.
|
| 7 | Moderately complex machines | Simple engines, pistols,
calculators.
|
| 8 | Simple machines | Sprinkler systems.
|
| 9 | Really simple machines | Bicycles, tennis racquets,
etc.
|
The machines remain jammed, even after the vampire has left the area.
*** Complex Controlling
This power
is very similar to Simple Controlling, but the Vampire can use this power to
make machines run constantly or perform a wider range of functions. Thus while
you can only start a car engine with Simple Controlling, you could get the car
to drive away as well. You could get a gun to keep firing, or issue a series of
commands to a computer.
System: This uses the same system as Simple Controlling,
except that two Willpower must be spent, not just one.
**** Eluding the Electric Eye
With
this Power, the Vampire can make himself completely invisible to all forms of
mechanical detection at will. He does not appear on film unless he wants
to. Security cameras aren't alerted by his presence. Traps fail to work when
they normally would. Telescopic sights cannot see him, nor can ultrasound, or
anything like that.
System: No roll is required, but the Vampire must spend a Blood Point to activate this Power. It lasts for the duration of a scene.
***** The Wispy Form
When the
Vampire reaches this level, his body becomes invulnerable to normal mechanical
weapons. Bullets pass right through him, blades cut his clothing only. This is
a permanent condition. The Vampire can only be harmed by enchanted weapons,
wooden stakes and natural weapons (claws, teeth, rocks) Any weapons that have
been made cannot be used to hurt him.
Fire and Sunlight will still harm him, of course, and so will flamethrowers.
System: There is no System in this Power. It is always working.
****** Machine Mastery
Vampires
with Machine Mastery never need use WillPower when Controlling or Jamming
machines. This Power affects levels 1-3 of Mechanus only.
****** Multiple Control
The
Vampire is able to control as many Machines at once as he has Wits points. This
Power is very effecttive therefore in causing chaotic situations in factories,
and so on, or just being lazy around the Haven.
****** Summon the Machine
This
Power works like the Thaumaturgy Path of Conjuration, but is superior. With
Summon the Machine, the Vampire can cause literally any machine up to the size
of a car to be created instantly. If the machine is a type that the Vampire
knows, then he makes a Willpower roll with a target number for Machine
Complexity as per Table for Simple Controlling. If he is trying to create
something that he hasn't seen before, then he must make an intelligence+Repair
roll with the same target number first. The number of sucesses indicate how
well made the conjured item is. One success means that the item will work, but
not for very long, while five means that it's as good as a Craftsman's
creation.
Either way, the conjuration requires one Willpower and three Blood Points to create.
The conjured item is permanent.
******* Zone of the Unworking
******* Alter Purpose
The Vampire,
over a number of turns, can alter machines to suit his purposes. This can be
as simple as causing gun barrels to bend around, wheels to puncture, or as
complex as actually changing a car into a pile of molten slag, or transforming
one machine into another one that is completely diffrent. The Processes
involved are diffrent for each type of change. All require a Wits+Repair roll
to alter the Machines. Sucesses are accumulated per turn until the changes are
complete. The Target Number is almost always 8.
| Successes gained | Effect | Examples
|
| 1 | Very Minor Alterations | Slight bending
|
| 2 | Minor Alterations | Bend a gun barrel
|
| 4 | Warping/Heating | The object could have its
overall shape changed a little, e.g become more
compressed. Also, object may become too hot to
handle
|
| 7 | Minor shape change | Object can begin to soften
with heat, or alter shape quite a lot.
|
| 10 | Major shape change | Object begins to melt,
becomes badly compressed or stretched
|
| 15 | Component altering | Object is nearly transformed
|
| 20 | Object Transformation
|
For Larger Machines, like cars, the ammount of sucesses required should be
increased by at least 10.
******** Traversing the Mechanic
Plane
With this Power, the Vampire can travel through
highly unusual means. He literally can enter machines with screens attached,
like Computers and Televisions, and reappear out of another one of his
choice. He can take a passenger too. While "inside" the screen, the world is
just a series of bizzare and crazy images shifting back and forth with
incredible speed. The Vampire does have a sense of where he or she is going,
and the journey should only take a few mmoments. He reappears out of any
screen, plugged in or no.
The Vampire must Spend a Blood Point and a Willpower, and make a Wits+Repair
Roll, target number 8. The amount of successes indicates how long it takes for
the Screen to be ready for his transit. One Success means 10 seconds, two
sucesses means 9 seconds, three gives 8 and so on. A Botch causes tthe screen
to explode, possibly causing wounds to those near it.
Once inside, the Vampire makes a Perception+Alertness roll to spot the correct
Path through the Maze to arrive where he wants to go. The number of successes
again indicate how long the travel will take. A Botch means that the Vampire is
trapped in this bizzare place for quite a while. Nothing can attack him here,
but he will be lost and confused, and will eventually be ejected out of the nearest
screen (which can be very Dangerous if you land in a place where the sun is
shining brightly.
These are all the Levels of Mechanus known, as there are no Mekara above 5th Generation known to have existed.