Industriella nyckeln

The Industrial Key grants influence over the trappings of (relatively) modern society. Manifestation effects that allow the Sin-Eater to control machinery, to “see” through a telephone, or to destroy a computer with a mere touch require the Industrial Key to unlock. However, the Industrial Key is usually only of use within a civilized setting and is of little utility in rural areas. Ironically, it is also less valuable in areas that are too civilized. The Industrial Key works best on archaic or anachronistic technology and suffers heavy penalties when affected with modern technological devices, generally according to the following chart.

Industriella griftegården

Skill: Crafts

The Industrial Boneyard draws upon the relentless inhumanity of the machine and the sterility which separates man-made structures from natural ones. If the Sin-Eater unlocks the Industrial Boneyard inside a building of any kind, he may add his Craft rating to the activation successes for purposes of determining the maximum area, but when he does so, the Boneyard’s area can never extend beyond the physical structure of the building itself. In order to gain this benefit, the Sin-Eater need not be inside the structure, but he must be able to touch one of its outer walls. With Industrial Boneyard •••, the Sin-Eater can extend his control to encompass multiple connected buildings which are part of the same unit (such as a mansion and its guesthouse or all the cookie-cutter houses in a residential subdivision) but not any place outside of a structure. With Boneyard •••••, the Sin-Eater’s gaze even covers the grounds of a large estate or the yards and streets of a residential neighborhood.

Industriella griftegården ••

The Sin-Eater can target any mechanical device she is capable of perceiving within the
Boneyard and turn it on or off at will. The Sin-Eater’s player must roll (Wits + Craft + activation successes) and
spend 1 plasm. In addition to this power, the Sin-Eater may reflexively add her activation successes to any Wits-related roll to perceive or understand any aspect of the structure within which she stands. She can easily perceive hidden passages, concealed safes and the like. This aspect of the power costs nothing.

Industriella griftegården •••

The Sin-Eater can completely control a single device within the Boneyard, directing it as he wishes, using the same dice pool as the previous power. However, he can only cause such devices to do things normally within their purview. That is, he could cause a vacuum cleaner to begin cleaning a rug but he could not cause it to fly about the room. This power costs nothing provided that the target device does not require any electricity or is already plugged in if it does require power. Feats such as activating an unplugged appliance or moving an unplugged vacuum cleaner cost 1 plasm per target to be affected.

Industriella griftegården ••••

The Sin-Eater can telekinetically move any non-living item which he can perceive
within the Boneyard. He can cause items to fling themselves at targets or he can turn on a television and cause it to display whatever images he desires. Controlling inanimate objects in this manner costs a number of plasm points equal to the size of the item. The player must roll (Resolve + Craft + activation successes) to activate this power. If the Sin-Eater attempts to hurl the item at a target, the roll is (Resolve + the object’s Size + activation successes, minus the target’s Defense). The Sin-Eater may only make one such attack per turn, and also costs plasm equal to the item’s Size.

Industriella griftegården •••••

The Sin-Eater gains dominion over every object within the Boneyard’s reach. Unlocking the Boneyard at this level raises the activation cost to 5 plasm, but thereafter, the Sin-Eater pays nothing to use any of the preceding Industrial Boneyard powers. Additionally, while this power is in effect, the Sin-Eater can spend 3 plasm to cause an object to do something completely unnatural, such as causing a chair to wrap its arms around someone sitting in it and restrain her or rearranging the oil on a painting to change what it
depicts. These unnatural effects only last as long as the Boneyard does before the object reverts to its prior shape.

Industriella hinnan

Skill: Crafts

Industriella hinnan förenar Syndaätaren och hans Gast till att bilda en bildlig sorts "Ghost in the Machine". Hon suddar ut gränsen mellan man och maskin och lär sig bli ett med mackapärer och införliva manicker i sin egen kropp. Dessa förmågor ger surrealistiska verkningar, och vetenskap får backa för den nya skolan: nekroteknologi.

Most powers of the Industrial Caul allow the Sin-Eater to meld with pieces of technology. Once she’s implanted a piece of technology, she adds her modified activation successes to her dice pool when using it. When using the Industrial Caul, she can’t properly relate to humans, suffering a –2 modifier to all Presence rolls.

Initially, the Industrial Caul allows a Sin-Eater to implant simple man-made items of up to Size 3 into his body. Every item costs a point of plasm to implant. Whatever she melds with cannot rely on electronic or chemical power sources. She can hide or reveal the objects as a reflexive action.

Industriella hinnan ••

The Sin-Eater can implant anything of Size 3 or below, including firearms and power tools. She can hold a total number of items in her body up to her Caul rating, though she can only use two items at once (extending each through one of her arms).

Industriella hinnan •••

At this level, the Sin-Eater may manifest all the objects stored within her simultaneously, growing extra “arms” (which appear as mechanical constructions) as necessary.

Industriella hinnan ••••

The character may meld with larger objects, up to Size 10 + the Sin-Eater’s Psyche. She can’t store any other items within herself while joined with a large device, and it costs two points of plasm to join with it. Her hands and legs flow into the machine while she controls it.

Industriella hinnan •••••

The Sin-Eater can store items within her body when bonding with larger machines, and reveal them as for Industrial Caul •••, though each item she grows an arm for costs a point of plasm.

Industriella förbannelsen

Skill: Crafts

The Industrial Curse makes its victim anathema to the modern world. While the Pyre-Flame Curse simply causes items to fail, the Industrial Curse instills devices around the victim with a degree of malevolence. Computers come down with viruses and spyware even if they’re not connected to the Internet, tools slip out of the victim’s hands, and his car’s brakes fail at the worst possible moment. The Sin-Eater using this hex must choose the most recent technology that the curse will affect, and use the appropriate modifier listed under the Industrial Key. The hex won’t affect any newer technology — so hexing a victim hard enough to screw with her laptop won’t fuck with her hybrid car.

The base effect of the Industrial Curse reduces the equipment modifier of a piece of technology to 0. Devices with a negative modifier aren’t affected. The device doesn’t stop functioning, but it fights the cursed character every step of the way.

Industriella förbannelsen ••

Every piece of technology the victim owns turns its bonus into a penalty. The more a device has helped in the past, the more it hinders now. Items that already give a penalty, whether through shoddy workmanship or inherent instability, have their penalty increased by two.

Industriella förbannelsen •••

Every roll the victim makes involving the item deals one point of damage to the item per activation success. This damage is affected by Durability as normal.

Industriella förbannelsen ••••

An affected device twists in the victim’s hands, sharp edges protruding surprisingly deep. Every roll the victim makes with an affected piece of technology deals him three dice of bashing damage. The Sin-Eater must spend an extra point of plasm to activate this effect.

Industriella förbannelsen •••••

Accidents happen. Brake lines snap and loaded guns go off before the victim’s had a chance to draw them. The Sin-Eater must spend two points of plasm to activate this effect. One item of technology with an equipment modifier of less than or equal to the activation successes deals (3 x its equipment modifier) dice of lethal damage to the victim.

Industriella marionetten

Skill: Crafts

With this power, the Sin-Eater exercises dominion over mechanical and technological devices, as well as crafted items such as furniture, building fixtures, and works of art. Any activation roll for the Industrial Marionette is subject to the dice modifiers listed under the Technology Level Modifiers chart on pg. 111. The basic activation roll simply allows for a form of telekinesis — the sympathetic link forged between the Sin-Eater and the affected object allows her to move it around the area at will. Unless combined with the Boneyard or the Oracle, the Sin-Eater must be within line of sight of any object he wishes to manipulate with this Manifestation. Some of the higher-level effects associated with the Industrial Boneyard duplicate the powers of this Manifestation, but industrial Marionette is usually cheaper, sacrificing range and versatility for efficiency.

With Industrial Marionette •, the Sin-Eater can manipulate any device or object up to Size 5. Each additional dot in this Manifestation adds +5 to the maximum Size. With Industrial Marionette •••••, the Sin-Eater can manipulate a device or object up to Size 25 freely, but he can also manipulate even larger objects by suffering a dice penalty equal to –1 per 10 points of Size to be manipulated in excess of 25. The Sin-Eater may only exceed the normal Size cap with the five-dot version. Unlocking the Industrial Marionette requires the expenditure of plasm equal to the minimum rating needed to affect the device based on its Size.

Once he has succeeded on the activation roll, the Sin-Eater can command the affected device to perform any of the following actions with no further plasm cost:

  • The Sin-Eater can turn any electrical or mechanical device on or off. This action can be performed reflexively.
  • The Sin-Eater can telekinetically manipulate the device as if he were exercising a Strength against it equal to the activation successes. That is, if the player had rolled four activation successes and the device could be lifted by someone with a Strength + Athletics pool of 4 or less, then the Sin-Eater could freely move the device through will alone. This action requires limited concentration — the Sin-Eater may undertake another action while moving the object, but he suffers a –2 dice penalty on the action.

The Sin-Eater also has access to the following additional power options, all of which require the expenditure of additional plasm:

  • If the activation successes exceed the minimum requirement for moving the device by 1, the Sin-Eater can slide it forcefully across the floor towards a target as an attack. The dice pool for this attack is Resolve + activation successes (– target’s Defense). If the activation successes exceed the minimum requirement for moving the device by 2, the Sin-Eater can telekinetically hurl the device towards the target, using Resolve + activation successes + object’s Size (- target’s Defense). Either form of attack costs 1 plasm per attack and requires total concentration and a full action on the part of the Sin-Eater.
  • While the Sin-Eater maintains concentration, she can cause the device to do anything that would normally fit within its design parameters, even if it could not normally perform such an action unaided. For example, she could command an electric vacuum cleaner to begin sweeping a floor, or she could cause a radio to produce whatever sound she wished or a television to show whatever images she desired. Using this power costs 1 plasm, and control lasts for a scene or until the Sin-Eater is distracted. If control is lost, the Sin-Eater must spend another plasm to reassert it. Generally, the roll for any such sophisticated activity is Wits + Resolve unless some other Attribute or Skill combination seems more relevant (such as Wits + Drive to operate a car through this power, or Intelligence + Computer to hack a computer system). Any actions performed with this power require a full action on the part of the Sin-Eater.

Dyrka lås med industriella marionetten

Slå först för att aktivera marionetten och betala plasmakostnaden.
Slå sedan för att Dyrka lås mentalt (Resolve + Larceny). Eventuella modifikationer:

+2 Du har tydlig insyn i låsets mekanik.
+1 Låset är bekant (du vet hur nyckeln ser ut, du har dyrkat det förut).
-2 Du ser inte låset tydligt.

Finally, at the ultimate level of the Industrial Marionette, the Sin-Eater may unlock this power:

Industrial Marionette •••••: Infusing the object of her attention with plasm, the Sin-Eater can overload it, causing it to explode violently. This power can affect only devices that are either electrical or mechanical in nature. The player spends 1 plasm per point of the targeted device’s Size, and rolls Resolve + Craft + (activation successes) as an instant action. If successful, the targeted device explodes violently, inflicting one level of lethal damage per success on everyone within (device’s Size x 3) yards of the device. Characters aware of what is happening may attempt to leap for cover as a reflexive action, with each success on a Dexterity + Athletics roll reducing the damage inflicted by one point.

Industriella oraklet

Skill: Investigation

The Industrial Oracle grants insight into crafted objects, from hand-crafted antique furniture to stateofthe art electronics. While this Manifestation is active, the Sin-Eater may apply the activation successes to all rolls made to understand or observe such items. When performing any Wits-related action to study or scrutinize crafted items in the area, add the Sin-Eater’s activation successes as a dice bonus to any such roll. In addition to obvious uses of the Industrial Oracle, the Sin-Eater might add his activation successes to a Wits + Investigation roll to notice a hidden safe or a silent alarm system, or to a Wits + Composure roll to notice how many people in the room are carrying concealed weapons.

The Anachrotech Modifiers (see GtSE pg. 111) apply to all applications of the Industrial Oracle.

Industriella oraklet ••

This heightened awareness expands to grant insight into a crafted item’s properties and weaknesses. Whenever a Sin-Eater who has unlocked the Industrial Oracle attempts to operate, damage, disable, or destroy a crafted item (whether kicking in a door, disarming an explosive, or hot-wiring a car), the player may add the activation successes as a dice bonus to any relevant roll. This benefit is no longer limited to Wits-related rolls but may be applied to any roll that can logically benefit from a supernatural insight into the item to be manipulated.

Industriella oraklet •••

By unlocking the Industrial Oracle and then handling the item for several second, plasm will flow from the Bound’s hands through the device, producing a smoky mist of plasm that grants the Sin-Eater visions of the item’s prior history. The player spends 1 plasm and rolls Intelligence + Investigation + (activation successes); success grants valuable insights into the object’s past. Each success allows the Sin-Eater’s player to ask the Storyteller one question about the object’s prior history.

Industriella oraklet ••••

With this power, the Sin-Eater may study an object for just a few seconds and instantly notice weak spots and pressure points, making it all that much easier to tear the item apart or smash it to bits. The player spends 1 plasm and rolls Intelligence + Investigation + (activation successes). For each success rolled, the Sin-Eater can ignore one point of the item’s Durability when attacking it or attempting to destroy it during the course of that scene.

Industriella oraklet •••••

By utilizing the power of technology to transcend distance, the Sin-Eater can use telecommunications equipment to project her senses. The Sin-Eater simply makes a phone call and, assuming someone picks up on the other end, she can project her senses to the telephone at the other end. In and of itself, this power may not seem very impressive. The Sin-Eater can perceive anything in the area she called from the vantage point of the receiving telephone, and she can reorient her senses to view anything that could be seen from that vantage point. However, if the Sin-Eater also has access to the Boneyard Manifestation, she can unlock
that Manifestation with the Industrial Key, center it on the receiving telephone, and be able to use any powers associated with the Industrial Boneyard as if she were physically at that location. This Manifestation ends immediately if the phone call is disconnected.

The Sin-Eater must first unlock the Industrial Oracle through a standard activation roll, before spending one plasm and rolling Intelligence + Investigation + (activation successes). The roll to initiate this power suffers Anachrotech penalties (see pg. 111) as follows: apply no penalty if both the calling and receiving phones are landline telephones. Apply a –4 penalty if both phones are cell phones. If one is a cell phone and the other a land line, apply a –2 penalty. This power may only be used through standard telephones, although rumors among the Sin-Eaters hint that some of their number may exercise this power through fax machines and even through Internet connections, albeit with great difficulty.

If successful, for the duration of the phone connection, the Sin-Eater can perceive anything in the area where the receiving telephone sits. If the Sin-Eater attempts to unlock the Industrial Boneyard at the target location, the activation for that roll gains a number of bonus dice equal to the successes on this roll.

Industriella ursinnet

Skill: Crafts
Key Defense: Durability
The Industrial Rage smashes and breaks the inanimate. This power is used against material objects rather than entities. The Sin-Eater unlocks the power and rolls to attack as usual, targeting the object’s Durability. Anachrotech penalties do not apply to this use of the Industrial Rage; it is no harder to destroy a modern piece of equipment.

An alternate use of this power is to channel the Sin-Eater’s Rage through a man-made item. By spending a point of plasm, the Sin-Eater may add his Rage rating to the dice pool of any attacks made with a man-made item, although
this bonus becomes subject to anachrotech penalties. (In order to gain the full bonus, for instance, the item must
have been manufactured before 1960.)

Included page "industriella-svepningen" does not exist (create it now)

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