As revolutionary movements shouted for the world to turn away from
the horrors of mechanized warfare and return to nature, and a new specimen of
magnetist emerged. In 1928, young children around the world spontaneously
manifested a remarkable affinity for the electrical devices spreading into
middle-class homes. Small girls powered their father’s shaver by holding the
plug. Gangs of young boys mischievously surprised inattentive adults in the
street with mild shocks. The Guild studied this new phenomenon and classified
the children as “Technological Magnetists”. They manipulate the energies and
frequencies harnessed by mankind’s machinery. Their gifts rely on the control
and the presence of technology.
By the start of the war, the first of these technolists reached
adulthood. What was a nuisance to the electric company in peace, became a vital
resource in war. Even during a blackout, power outages endanger civilian lives
and interrupt national defense.
Sender/Receiver
Difficulty:
2
Vril
Cost: 2
When using this
ability, the technolist can transform their
thoughts into radio waves and send their signal to a specific wireless at a
distance of miles equal to their Presence Attribute. Those listening to the
wireless clearly hear the technolist’s voice coming in
over the set. As a side benefit, technolists “hear” radio waves when using this gift, and their
brain translates the signal into “sounds” as desired, allowing for two-way
communication.
This
ability can also send a burst of “static” directly into a person’s mind, disrupting
their nervous system. The technolist picks a target in
eyesight and rolls a Technological Magnetist test against the target’s Resolve
+ Concentration. If successful, the target feels a terrible pressure in their
ears and suffers 6 black dice to a single test. If performed during a combat
round, this test counts as an action and can be sustained each round with an
action and a single pip of Vril but no roll is needed.
Prime
Mover
Difficulty: 0
Vril
Cost: 2
The
technolist channels their Vril
as raw energy to power a nearby device requiring petrol,
electricity, gas, springs, or steam. One of the technolist’s hands must remain in contact with
the device for the Vril to continue powering the device. If contact ends, the
Vril stops flowing but the technolist may establish
contact to power a new device or power the same device again.
Once
activated, this ability is passive and does not require effort to maintain,
only Vril. Other tasks may be attempted while this power is activated with no
penalty provided the tasks do not require two hands. This ability may be turned
off by the technolist at any time.
If
the device can be carried by a human-sized creature, it costs 1 pip per hour.
If it can only be carried by an Ogre it costs 2 pips per hour. If even an ogre
cannot carry the device (such as a car or airplane), powering it costs 3 pips per
hour.
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