
Cerberus
The Hunter Faction of the Hounds of Hell MC
Coiling
Modem sorcerers have developed spells to interact with and control technology, including electronic devices such as radios, computers and evenmost modem appliances. Simple machinery and mechanical instruments of a non-electronic nature may not be affected through this path. Sorcerers who practice Coiling are not technowizards - that is a distinction of practices, not semantics.Technowizards prefer to work their “magic” through devices of science, usually of their own creation, and disdain the idea of magic altogether. Coilers are sorcerers through and through.
Basic:
Malfunction
By spending a Mental Trait, you may cause one nearby electronic device to shut down. This power may be used oncontemporary automobiles (which have electronic control systems), forcing them to stall. The effects of this power continue for one turn (10 seconds), after which the device can be tumed back on. Anyone looking at the device will find nothing out of the ordinary.
Electronic Control
In addition to turning electronic systems on and off at a distance, you are able to operate such equipment at range. Though an electronic device can be made to perform any of its normal functions, it cannot do anything beyond its design. Thus, a telephone may be made to dial a particular number but not to emit a hypersonic burst of noise. Each success on an Extended Static Mental Test lets you issue one command during the scene. If the device in question is sufficiently complex, a Narrator may require you to possess an appropriate Ability to operate it.
Intermediate:
Jamming
This spell allows you to set up a field that disrupts electronic communications in your immediate area. By spending a temporary Willpower Trait, you may also prevent any electronic devices from functioning. This effect covers a 10-foot radius for each Mental Trait you have and lasts for one scene. If a technowizard wishes to use an apparatus whose mundane equivalent is blocked, he must first defeat you in a Mental Challenge.
Data Tap
At this level, your awareness of the technological world has progressed to the point at which you may tap into the electronic information around you. By winning a Mental Challenge, you may “see” television transmissions, “hear” radio broadcasts or “feel” the electrical flow through a device. This spell also allows you to read information directly from computer media, such as floppy disks or CD-ROMs. Each use of this power allows you to monitor a single source for one scene.
Advanced:
CyberLink
Your relationship with electronic devices has grown beyond your role as an external operator. By spending a Mental Trait, you may directly interface with a single device or network, controlling this system as if it were part of your own body. You may even override programmed security features by making a Mental Challenge. If another character attempts to take control of this system while you are linked to it, your adversary must first defeat you in a Mental Challenge. Once established, your link to the device lasts for up to one scene. If you perform this spell as a full ritual, you may sustain your connection for as long as you remain awake.
Master:
Implant:
Whereas lesser spells allow you to control devices as an external agent, this potent effect enables you to physically merge with a machine. By spending a Physical Trait and winning a Mental Challenge, you may embed any one hand-held device within your body. Once the device is implanted, you may perform any of its normal functions as if they were part of your natural body. For example, an embedded telephone would allow you to send and receive calls simply by thinking about it. Likewise, an implanted calculator would enable you to do complex calculations ILiny our head.” You may never have more implants than your permanent Willpower Rating. This melding lasts up to one hour for each Mental Trait you have, after which point you must remove the device or suffer two aggravated wounds.