Virtual Interference Can be used for more than just doors

1
This Artifact grants you the power to issue commands to technological devices.
Used by Crane Albright, Created by GreenAppll.
(When activating this Effect, it is obvious you are interacting with the target. You must use this Artifact obviously when activating this Effect.)

When utilizing this gift, the necklace gives off some electricity as the nanites within your body swarms with the necklace as a command center.

Upon activation. Nanites with pre-inputted program floods the machinery, executing the order


Exert your Mind and spend 1 minute to activate. Select a Computer within arm's reach. Does not work on Alien technology. Roll Brawn + Alertness, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

Every hack you make leaves behind A Clown taunting in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.

  • You can target yourself if you qualify as a valid target by the other requirements.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Improvement from writing up A Maelstrom of Typhoons spent on improving power: Virtual Dominance    (since refunded)
Revision purchased with:
Revision purchased with:
Gift from playing in Snow-White spent on improving power: Virtual Dominance    (since refunded)
Revision purchased with:
Improvement from writing up TPS delivery spent on improving power: Virtual Dominance
Revision purchased with:
Gift from playing in Skirmish spent on improving power: Virtual Interference    (since refunded)
Revision purchased with:
Improvement from writing up Slithering Patience spent on improving power: Virtual Interference
Revision purchased with:
Gift from the Asset Gifted spent on new power: Calligraphy Imprint

Community Targeted Gifts

Exert your Mind and spend an Action. You must actively and obviously use a prism to activate this Effect.

You create a hemispherical dome of oppressive gravitational force originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:

  • Overwhelming: Anyone inside the zone cannot Exert their Mind, and Mind rolls made within the zone are at -2 dice.
The zone expands immediately to its full size from the chosen Location and will spread to fill the entire area regardless of any barriers or cover.

Any time someone leaves your zone, they remain affected by your Zone Effects for an additional 3 Rounds as if they were still within the zone.

You may only use this Effect once per day.

  • Affected targets may still spend Source.
  • The Effect does not follow you after you activate it.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Medicine at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend 2 Actions. Select a Living, Animate, or Dead target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the user's heart gets hit with a condensed form of energy (severity 4). Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see hellish and angelic energy converges into the patient, drawing out their sin (damage to their body) and ripping it out in the form of all their inner demons and sins of the past.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

- {Chitari is talking} (Chitari is thinking) /Sara is thinking/ :Narrator is narrating: -

: Sara sat in her Goddess's mindscape, anxiously thinking through what actions she could take next, how she could get a grip on herself, a way to keep on going....... :

{....You've been like that for 3 hours now, Viper}

"I know, it's just....... I have no home, no one to go to within 10.... even 100 miles..... and then I have to watch my back for shapeshifting aliens, keep low so that the police don't lock me up, and complete contracts without..... the forest thing happening again...and- "

: Sara ranted to Chitari about any problem she could think of, venting out enough issues and trauma to keep a therapist busy for years on end :

(She really has gone through a lot, especially with the eye demon...... one of my best followers, and she's breaking down from all this......change...)

: at the thought of the word, Chitari remembered her previous follower, worshipping her and her ideals of cleverness, quick thinking, and the ability to adapt to change.
she gave her most loyal followers the name of Prophet and blessed them with a sliver of her essence. :

{Sara, do you think things are changing too quickly for you to keep up?}

"YES, I.... the moment things seem to have calmed down, some supernatural phenomenon or Contractor does something or vanishes into the Aether, missing for weeks or months, and trying to keep a home for even 4 months isn't possible, I've had to do so much in order to keep myself fed, healthy, and SAFE, and it seems to only get wo-"

{Do you want to be the one changing things instead?}

/Sara's downward spiral of a rant was paused by her Goddess's out of nowhere question. being able to make a change for once sounded amazing, but...../
"is that even possible? No Offense Chitari, but even with your help, It- I...... what can fix me"

{I can't fix you, but I can help you adapt}

Spend an hour to activate. Select a Living target within arm's reach. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.

You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see grotesque venomous creatures like snakes and scorpions swirling around Sara with exposed organs and bones, melting and molding Sara's body.

This Gift's level is capped at 2 Gifts and cannot be increased further.

Your alteration "heals" over the course of the next month, after which it is fully cured.

You may only target yourself.

  • Even with Willful End, Full Polymorphs take a day to revert.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind and spend an Action. Select a Evidence of crimes within arm's reach no larger than a duffel bag (35 liters). You cannot target objects which are currently in someone else’s possession. Roll Intellect + Culture Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.

  • The shape of the destroyed material must be simple, such as a box or sphere. Bringing down large buildings requires an Intellect + Crafts roll to analyze the structure and may also require multiple activations. Buildings that are destroyed usually fall slowly or in pieces, creating an environmental hazard for a few Rounds prior to collapsing.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

Exert your Mind and spend an Action. Select a target Location within 75 feet.

You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.

You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.

  • This does not satisfy the Line of Sight requirement for targeted Effects.

Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.

Targets are pushed back until they are 100 feet away.

This Effect cannot move anything heavier than 500 pounds.

Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.

Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.

You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.

You learn all the following information about your target:

  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.
  • You learn their relationship to a specific individual (chosen prior to the effect activation).

The quality and specificity of information gained depends on your Outcome.

Any information you gather is spoken aloud in conversation and made publicly available.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.

  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.