GREMLINS

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INDUSTRY

●●●● -- 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.