GREMLINS
●●●● -- GREMLINS
Dice Pool: Charisma + Integrity
Cost: 2 Divinity
Description: When there is just no explaining why a machine
malfunctions, you can always blame it on gremlins. But
gremlins aren’t all bad: sometimes they get the other
guy. Using this Power allows the Avatar to send invisible
spirits of entropy into one visible piece of mechanical
equipment such as an engine, a gun or a time bomb.
These gremlins jam gears, cross wires, loosen hoses and
generally cause the machine to go on the fritz, but only
for a limited amount of time. The Avatar may choose to
prevent the machine’s operation for a number of turns
up to double the number of successes scored on the
roll. The Avatar must declare the length of the delay at
the outset, and the machine resumes normal functions
at the expiration of that time. It is unlikely to be long
enough to cause a plane to fall to Earth, but it can
provide the critical seconds needed to charge a machine
gun or throw back a grenade.
The operator of the item may attempt to fix the problem before the item would normally resume functioning. To do so, the character must roll (Wits + Crafts) and accumulate at least as many successes as the Power’s user. This Power has no effect on equipment crafted by characters of higher Divinity.