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ONEIRO TECHNO-PROJECTOR - Glass Walker

 APEX KINFOLK -  ONEIRO TECHNO-PROJECTOR

"What? Of course not! Technology is not my religion. It's my Bitch."

The word "Oneiro" (pronounced Oh-near-oh) is of ancient Greek origin and means dreaming, or the personification of dreams. This is in reference to the Oneiro Techno-Projector's unusual ability to place his/her/their consciousness or "dreaming self" into non-biological mechanical entities. 

Oneiro Techno Projectors have an unusual and unique talent that combines both technology and mysticism. Like all Apex Kinfolk, they are merely mortal humans, but certainly somewhat more. However, they tend to walk a thin, gray line on the side of the Weaver.


WHAT IS A TECHNO-PROJECTOR?
(Required skills: CRAFT-DRIVE-WILLPOWER-COMPUTERS-OCCULT)
 

Through the use of a Techno-Fetish Dream Catcher, Glass Walker Apex Kinfolk can project their minds into mechanical devices and surrogate bodies. There, they can navigate and work in places too corrupted by the Wyrm or too dangerous to risk the Kinfolk's body. They can use their Techno-Projection skills to fix, damage, or alter a devices core programming.

While in the mechanical form, the Kinfolk’s body is unconscious, or in a dream state. They do however retain their consciousness and mental abilities within the mechanical form, but are limited to the basic functions of the mechanical body. Such as, a toaster cannot move around on a counter or shoot a gun. But a drone can be flown and take pictures, a robot can walk and perform it’s design functions, and a toaster can be forced to overheat it's elements and catch fire, etc. 

The Kinfolk can remotely see and hear, but other senses (feel, smell, taste) are not part of the mechanical surrogate body experience. They do retain all their talents and abilities, which allows them to use their own mental modifiers. Physical modifiers are based on the machine they are inhabiting.


THE GHOST IN THE MACHINE
Oneiro Techno-Projectors are experts in all things mechanical and excel at computers and programming. They have an intuitive understanding of how such devices work, how to create or fix/break them, and how to manipulate them. But their truly unique ability is that they can actually will themselves into mechanical devices and control them from within.

It is because of this distinctive talent they truly shine in the area of cybernetics. Oneiro Techno-Projectors have a thorough understanding of machines, machine languages, machine learning and Artificial Intelligence. By integrating their consciousnesses into these machines, they also have a heightened understanding of how physical and mechanical bodies can become one, seamlessly merging into a more powerful, sophisticated, and complete being. 

Because Techno Projectors have a very unique relationship with machines, they naturally have a tighter connection to the Weaver. Perhaps even more so than their Glass Walker kin. While this is a great advantage, the drawback of using this ability is the Techno-Projector’s vulnerable physical body. While in a machine their bodies are defenseless, as well as their minds. If they are mentally or physically attacked, they must roll vs their Willpower as a defense or be expelled from the machine. If expelled, their minds snap back into their bodies with such force that they are confused for two full turns, unable to do more than babble and flail around. IF the failed Willpower roll was a botch, rolling a natural 1-10, then the kinfolk also incurs 1HP of physical damage.


ONEIRO TECHNO-PROJECTOR OCCUPATIONS
A talented Techno-Projector never has a shortage of job opportunities. Because of their unique skills, they can be computer programmers, medical cybernetics engineers, car mechanics, security technicians, drone operators, roboticists, data hackers, or any other occupation that employs technology.


ONEIRO TECHNO-PROJECTOR CHARACTERISTICS

Personality wise, Oneiro Techno-Projectors are focused and preoccupied on the all the latest and greatest advances in computer science and robotics. It is not uncommon to see them with their eyes locked on an iPad reading about the most recent breakthroughs in these areas of fascination.

Physically, Techno-Projectors tend to be of taller than average height and attractive though somewhat more slight of build or even lithe in appearance than their non-Apex Kinfolk relatives. While a rare few Techno-Projectors may have an athletic build, they are never as muscular as a body builder by any stretch of the imagination. They just wouldn't waste the time sitting in a gym for hours on end when they could be working on a computer project. Some have even compared them to what a real-life anime character might look like.

Because Oneiro Techno-Projectors put more importance on flexibility and dexterity than they do on building brute-force muscles, they firmly believe that their devices are capable of overpowering any physical altercation they may find themselves in.

Naturally, they have higher than average IQs boarding on genius levels. When working on projects, they are singular in their focus and will oftentimes forget to eat, shower or attend to other important aspects of their lives. 

Of all the Apex Kinfolk, Oneiro Techno-Projectors are fearless risk-takers eager to prove theories and advance both science and Gaia's will in new or unconventional ways. This fearlessness goes beyond just their workbench or labs. They have no problem breaking into secure Pentex facilities, hacking computers or other types of espionage. While some may consider their numerous quirks charming, if not a little nerdy, others in the Garou community find their affiliation to the Weaver somewhat off-putting and have a hard time understanding them at all. 


ONEIRO TECHNO-PROJECTORS AND SOCIAL SKILLS 

While it would not be the first time other Kinfolk have accused them of worshipping Technology, an Oneiro Techno-Projector does nothing of the sort. They simply have an a strong connection to electronics and consider the Weaver's devices to be the most amazing toys with which to play. 

Their connection to technology and an intuitive understanding of programming logic is oftentimes in direct opposition with their spiritual connection to Gaia, as infinitesimal as that may be. This unfortunately tends to skew their personalities to a rather Machiavellian philosophy if they are not careful. But even then, they are very loyal to their werewolf cousins and seek to make themselves invaluably useful to the Garou Nation and its goals.

Socially, Oneiro Techno-Projectors don't mix well with others outside the Glass Walker communities. Other Apex Kinfolk find them odd, difficult to understand, and frankly somewhat annoying. Of all the other Apex Kinfolk, the Waylands tend to find Oneiro Techno-Projectors easily tolerable, if not generally interesting. On occasion, they even work very well together when focused on the same project goal.


ABOUT THE GLASS WALKER TRIBE

The Glass Walkers are werewolves unlike any other. They have largely abandoned their ancestral ways in favor of a cutting-edge, always-adapting blend of technology and shamanism. They actually prefer urban life to the wilderness, and defend the cities of metal and glass as centers of a vibrant ecology all its own. Even if that ecology is often wounded or diseased, it can be made healthy, the Glass Walkers argue. The other tribes often call them urrah, or tainted ones — but the children of Cockroach won’t give up the advantages of modern achievement just to repair their reputation.  For more information, CLICK HERE.

Glass Walkers and their Oneiro Techno-Projectors Apex Kinfolk
When it comes to their own Apex Kinfolk, Glass Walker Garou find them extremely interesting and go to great lengths to protect and guide them. While certainly not considered equals, they are treated with respect and viewed much like a valuable human resource. 

It's not surprising that Glass Walkers prefer mating with their own Kinfolk, as opposed to the Kinfolk of any other Garou tribe. The irony here, and unlike other Apex Kinfolk, is that Oneiro Techno-Projectors have a tendency to prefer the company of other humans over the company of their Garou Glass Walker kin. 

While they respect and work for the Glass Walkers, the Techno-Projector's human nature is more dominantly drawn to other humans. Because of this inclination, some have wondered if the Glass Walker's brutal Garou side is unappealing to the modern, non-physical Techno-Projectors. As you can imagine, this has caused some less than amiable situations within the Glass Walker and Apex Kinfolk community. It is not unheard of that uncooperative Oneiro Techno-Projectors are forced by the tribe into taking a Glass Walker as a mate to facilitate the line.


ONEIRO TECHNO-PROJECTOR APEX KINFOLK LIFESTYLE

Being human, Oneiro Techno-Projectors are easily at home in large cities, and actually enjoy the busy hustle and bustle of urban life. They keep odd hours and love nothing more than the neon lights and busy streets. Most put a high value on monetary success and take pride in owning expensive cars, high-rise penthouse apartments and keeping up with the latest in ground-breaking technology.

Wherever a Techno-Projector may live, expect an entire room of their home dedicated to computers with walls of flat-screen monitors. They also enjoy all the comforts of modern conveniences, such as saunas, hot tubs, spas and massages. Golf or tennis is the extent of their physical activities and many belong to exclusive clubs if they have the available resources. 


ABOUT TECHNO-FETISH DREAM CATCHERS

Techno-Projectors must first successfully create their own Techno-Fetish Dream Catcher before a Techno-Projector can progress to higher levels.

A Techno-Fetish Dream Catcher is the master tool used by Techno-Projectors that melds their technical knowledge with the Occult. This powerful device houses a spirit, allowing human Techno-Projectors to focus their minds into mechanical devices. Once inside of a device, the Techno-Projector may operate it from within. They may also make a second roll on another turn to alter the device's operating parameters using their Computer and/or Occult skills.

Techno-Fetish Dream Catchers are made of various silver, gold, white gold, rose gold or platinum cords that are woven together in intricate patterns. The more complicated and detailed, the better. Feathers and beads may be used if desired, though most Techno-Projectors favor metal or lab-created gems as embellishments over natural sources. It's the intricacy of the woven design that matters the most. Everything else is just decoration. The Dream Catcher can be as large or as small at desired, but not smaller than the size of a USD Dollar Coin (a diameter of 1.5 inches/38.1 millimeters) 

NOTE: Anything smaller than the palm of a human's hand (approximately 3 inches/76 millimeters in diameter) has a -10 Modifier for both creation and activation. 

A Two-Part Process
Creating a Techno-Fetish Dream Catcher is a two-part process. While the Techno-Projector crafts the device (requiring a roll to create), he/she/they will require the help of a Garou Theurge to entice a spirit to inhabit the Dream Catcher and enable them to project their consciousness into mechanical devices.

A Techno-Projector may create and own up to five Techno-Fetishes. However, these are more powerfully attuned to the Techno-Projector who created them. Any other Techno-Projector using another's Techno-Fetish will gain the benefits of that particular Dream Catcher, BUT suffer -15 to all rolls for success.

Destroying a Techno-Fetish Dream Catcher

If a Techno-Fetish Dream Catcher's woven pattern is damaged or destroyed, the spirit is released and the fetish will fail to work. Each Dream Catcher has it's own Health Points (see Roll Chart below). When the item reaches 0 HP, it will be destroyed. Due to the spiritual properties of the Techno-Fetish Dream Catcher, they cannot be repaired. Keep track of your item's HP in your character sheet.


CREATE A TECHNO-FETISH DREAM CATCHER

  • DIF: 70-90
  • MOD: Crafting
  • ENERGY/MANA: 25
  • NOTES: The Techno-Projector must successfully roll a modified number between 70-90. Any number below 70 or above 90 is a failure. This can only be done once per OOC day. Each failure sees the Techno-Projector scrap their work and start again. Once the Techno-Fetish has been successfully created by the Apex Kinfolk, the Dream Catcher must undergo a blessing rite to entice an appropriate spirit to inhabit the fetish with the assistance of a Garou Theurge. This will activate the Dream Catcher.

Employing the Help of a Wayland = +/-10 Bonus for Success.

NOTE: Waylands must expend 10 points of Energy/Mana to help in the creation of a Techno-Fetish Dream Catcher


ACTIVATING a Techno-Fetish Dream Catcher:

Activating a Techno-Fetish Dream Catcher requires the expertise of a Garou Theurge. The activation combines the skills/mods of both the Techno-Projector and the Theurge, and must be roleplayed. The roll for success (plus the enhanced Mods) is done by the Theurge, not the Techno-Projector.

  • DIF: 90
  • MOD: The combined Craft modifier of the Techno-Projector and Occult modifier of the Garou Theurge. 
    • For example, the Techno-Projector has 3 points in Craft and has a modifier of +15. The Theurge has five points in Occult and has a modifier of 25. The combined modifier for this roll is +40. The higher your combined Mods, the better your chances for a more powerful Dream Catcher.
    • The Theurge must roll for success since he/she/they have the ability to commune with the spirit world.
  • ENERGY/GNOSIS:
    • Theurge: 15
    • NOTES: The Garou Theurge makes the roll. Results are based on the chart below.

ROLL CHART:

1-10: Botch! (Rolling a natural 1-10): This Theurge is not compatible with the Techno-Projector's particular Dream Catcher. You will need to find a different Theurge that is more in sync with you and the spirits you seek.

11-89: The blessing fails. The dream catcher is proven to be incapable of focusing the Kinfolk’s mind and the Kinfolk must begin again by designing and creating a new dream catcher. 

90-94: The Theurge has enticed an Electric Spirit to inhabit your dream catcher.

  • MOD: 
    • +5 to all rolls using the Dream Catcher
  • DURABILITY: 10HP

95-99: A Pattern Spider Spirit has found your Dream Catcher of interest and now happily resides within it.

  • MOD: 
    • +5 to all rolls using the Dream Catcher
    • Permanent +5 Occult
  • DURABILITY: 10HP

100-130: A Computer Spirit is impressed with the intricacy of your design and now resides within your Dream Catcher.

  • MOD: 
    • +10 to all rolls using the Dream Catcher
    • Permanent +10 Computer
    • Permanent +10 Larceny
  • DURABILITY: 20HP

131+: Impressive! An Avatar of the Weaver has found merit in your Dream Catcher and promise with your particular talents. While hesitant, the Theurge has successfully enticed it into your Dream Catcher.

  • MOD: 
    • +15 to all rolls using the Dream Catcher
    • Permanent +10 Computer
    • Permanent +10 Larceny
    • Permanent +10 Occult
  • DURABILITY: 40HP

Using a Techno-Fetish Dream Catcher:

A Techno-Fetish Dream Catcher is simply an occult device used to focus the Apex Kinfolk's consciousness into a data stream that seamlessly integrates into mechanical, electronic and computer operating systems. Once the Dream Catcher has been successfully created, the hard part is pretty much done. The Oneiro Techno-Projector finds a comfortable and safe place to leave his/her/their body, places the Dream Catcher on or about their forehead, then focuses their consciousness into the desired device.



ONERIO TECHNO-PROJECTOR SKILLS

◎◎◎◎◎: Rank 1 - Simple Machine Possession

  • DIF: 80
  • ENERGY/MANA: 5
  • MOD: Computer, Occult

Description: 
Using a Techno-Fetish Dream Catcher, talented Techno-Projectors can easily project their minds into a simple noncomplex machine, such as a coffee maker, Ring Doorbell, ordinary lock/security system, or a blender, just to name a few examples. But the simple machine can be no larger than approximately a 4-slice toaster. While in the machine, the Apex Kinfolk can hear, but all other senses are not available - unless the machine has cameras. The Techno-Projector is then in control of all the machine's normal functions.

System:
The Player spends 5 Energy/Mana points and makes a successful roll. The Player's Character can now use his Techno-Fetish Dream Catcher to project his consciousness into the machine. The Character can possess a simple device, ranging from a toaster to computer-controlled door, Ring Doorbell, environmental building controls, or other similar devices. This takes one turn to complete. A botch simply means you were unable to insert your consciousness into the machine, but you may try again next turn. You may have a slight headache though.

While in a machine, the Apex Kinfolk's body is vulnerable, as well as his/her/their mind. If they are attacked, they must roll vs Willpower at Diff 80 or be expelled from the machine. If expelled, their minds snap back into their bodies with such force that they are confused for two full turns, unable to do more than babble and flail around. IF the failed Willpower roll was a botch, rolling a natural 1-10, then the kinfolk also incurs 10HP of physical damage. 

Once in the simple machine, the Techno-Projector may use the device according to its function or programming, attempt to trigger the mechanical device, or alter the device's operation. He may choose to simply break the machine, preventing it from working, or make the device go haywire. 

For example: A Techno-Projector projects his consciousness into a blender at the local bar. Since the device uses buttons and circuits, he can use his computer skill while in the machine to alter the connections. Making a roll of 78 (DIF: 70, MOD: Computers), he easily completes the task and chooses to make every button click into an ultra high version of the Puree setting. This pretty much makes the blender's contents explode all over the ceiling, walls and anyone within a 10ft radius. Consequently, if the bartender brings the device in to the Techno-Projector's shop for repair, the Apex Kinfolk can easily use his computer skills to fix the blender. Since he was the one to break it, he rolls at an additional +30 Mod to fix the Blender.

The Techno-Projector could also alter other aspects of the device using Rank 2 - Affect Electronic Devices.

NOTES: 

  • 1) Electronic locks, cell phones, computers and other such devices are not considered “simple mechanical devices.” 
  • 2) In general, fixing a device you have deliberately broken gives a +30 Mod for success.

◎◎◎◎◎: Rank 2 - Affect Electronic Devices 

  • DIFF: 80
  • ENERGY/MANA: 5
  • MOD: Computer, Occult

Description:
Because of their intimate understanding of mechanical devices and how they work, Techno-Projectors can disrupt, alter, break or even fix simple mechanical devices by focusing their minds and physically touching the device. Whether starting an engine, repairing a blender, or flipping a slot machine wheel to win the jackpot, the Techno-Projector is an expert in mechanical manipulation of machines.   

System:
The Player declares in local chat what type of action/results they wish to make on the machine. The Player then spends 5 points of Energy/Mana and makes a successful roll. 

For Example: The Character sits down at a penny slot machine, puts in a single dollar and presses the PLAY button. He keeps his hands in direct contact with the machine. The Player declares in local chat that he is attempting to win a Jackpot. (He could also choose to make the machine malfunction, break or go haywire, or even set it on fire.) The slot machine is programmed for several Jackpot levels. The Player attempts to affect the outcome of the machine and rolls a modified 91. A Storyteller puts in local chat that the Slot Machine's electronic reels spin rapidly, if not somewhat erratically. The first reel looks as if it is about to stop, then flicks oddly into a different position. The following reels do the same, each displaying the image of the rampaging buffalo. When the last real stops, the sirens go off and lights flash. Everyone around is instantly looking at you. You've won a Jackpot of $5,000! A casino attendant comes to check the machine for authenticity and give you the payout. 


◎◎◎◎◎: Rank 3 - Medium Machine Possession

  • DIFF: 80
  • ENERGY/MANA: 10
  • MOD: Computer, Occult
  • DURATION: Scene

Description: 
Using a Techno-Fetish Dream Catcher, the Apex Kinfolk puts his body to sleep and projects his/her/their mind into any single machine that runs solely on batteries. From small drones to cameras, to a cell phone or battery-operated laptop computer, the Techno-Projector feels his consciousness slip from his body and into the targeted device. Once in, he can now manipulate its actions...or attempt to upgrade/alter it from within using any of the more advanced Computer skills below.  

System:
The Player makes a successful roll. The Character's body goes to sleep and his consciousness slips into the targeted machine. At this point, the Character can possess and take control of a medium-sized device up to the size of a refrigerator. This takes one turn to complete. A botch simply means you were unable to insert your consciousness into the machine, but you may try again next turn. 

NOTE: Any machines that move require the Player's Character to have at least one point in Drive to operate. Storytellers may require the Player to roll vs. their Drive ability to accomplish more challenging maneuvers. 


◎◎◎◎: Rank 4 - Greater Machine Possession

  • DIF: 80
  • MOD: Computer, Occult
  • ENERGY/MANA: 15
  • RESIST: None
  • DURATION: Scene

Description:
Using a Techno-Fetish Dream Catcher, the Apex Kinfolk puts his body to sleep and can project his/her/their mind into any machine or Greater machine, no matter if it's powered by electric, gas, diesel, nuclear or any other power source. If the Machine is one that requires pilot or driving skills, points in Driving will need to be purchased as a skill in order successfully navigate within the machine. 

System:
The Player spends 15 Energy/Mana points and makes a successful roll to posses the machine. This takes one turn to complete. A botch simply means you were unable to insert your consciousness into the machine, but you may try again on your next turn. 

A Techno-Projector Apex kinfolk who is a skilled driver will find it useful to have this skill if attempting to drive or fly a machine. They can possess cars, trucks, or airplanes, within the local area that they can see. They are also able to simultaneously put their minds into 5 lesser devices. 

NOTE: Requires minimum Level 1 DRIVE to operate moving or flying machines. Attempting to drive any vehicle without purchasing at least one point in Drive results in a -20 Mod to operate the vehicle.


◎◎◎◎: Rank 5 - Upgrade

Once a Techno-Projector has successfully put their consciousness into any machine or device, he/she/they may attempt to upgrade the device to increase current capabilities and output. A successfully-upgraded device will be able to perform over and above it's original manufacturer's and operational parameters. This can only be successfully performed once per device or machine. Attempting a second upgrade on it once it has already had an upgrade will fry the circuits and burnout the machine, making it useless and unrepairable. 

  • DIF: 90
  • MOD: Computer, Willpower
  • ENERGY/MANA: 10
  • RESIST: None
  • DURATION: PERMANENT (except for 110+. See Roll Chart)
  • AFFECTS: (SEE ROLL CHART)

ROLL CHART:

1-10: BOTCH! (Rolling a natural 1-10) As your mind slams back into your body, you see smoke rolling out of the machine and take 5HP of damage. You've also broken the machine/device beyond repair. 

11-89: Well this is frustrating. Nothing is happening. Next turn you can try a different approach and hope things go better.

90-95: You managed to tweak the circuits or programming and the machine now operates at a +20% efficiency on all levels:  20% faster, 20% more output, uses 20% less energy, 20% more defense and/or damage (if applicable), etc.

96-109: You managed to tweak the circuits or programming and the machine now operates at a +50% efficiency on all levels - 50% faster, 50% more output, uses 50% less energy, 50% more defense or damage (if applicable), etc. 

110+: Yeah Baby! This machine responds to your skills like you were made for each other, bending to your every caress until O! M! G! She easily gives you all she's got, and then some! 100% faster, 100% more output, uses 90% less energy, 100% more defense and/or damage (if applicable), etc. But like a candle that burns twice as bright, this machine only lasts half as long and fails at the end of the scene.


◎◎◎: Rank 6 - The Great Web

  • DIF: 80
  • MOD: Computer, Occult
  • ENERGY/MANA: 15
  • RESIST: Computer's Anti-Virus or Security System:
    • Standard home computer Anti-Virus: +5 Mod
    • Standard home computer firewall: +10 Mod
    • Standard home VPN: +15 Mod
    • Corporate Firewall: +15 Mod
    • Government Firewall: +20 Mod
      • Successful resist = 
        • Shoots the Techno-Projector's mind across the web to a random internet location
        • Disorients the Techno-Projector for 1 turn 
        • Delivers 5HP Damage to the Techno-Projector (but does not shoot him back into his body)
    • Dark Web VPN: +30 Mod
      • Successful resist = 
        • Shoots the Techno-Projector's mind across the web to a random Dark Web internet location
        • Disorients the Techno-Projector for 1 turn 
        • Delivers 10 HP Damage to the Techno-Projector (but does not shoot him back into his body)

Description:
Oneiro Techno-Projectors of this level no longer need the confines of a machine to access the World Wide Web. Using a Techno-Fetish Dream Catcher, the Techno-Projector can insert his/her/their consciousness into the World Wide Web through any open port or internet access. This allows them to dance across the silver threads with the mental agility of a digital acrobat and enter any computer, or machine that is linked to it. While this does leave the Techno-Projector's mind open to anti-virus attacks, if he's successful it opens up oh so many possibilities of all the things that the Techno-projector can learn, investigate, infiltrate and control.

The Dark Web is a dangerous place and smart Techno-Projectors take every precaution to protect their minds...and their physical bodies. A Techno-Projector of this skill level is able to use their Techno-Fetish Dream Catcher much like a Tor Browser. Here, stealth and secrecy rule. It’s designed as an environment to elude detection, where site owners and visitors hide their identities. And while the dark web isn’t synonymous with illicit activities, it’s undeniably the breeding ground for the internet’s black markets, hacker forums, malware vendors, and other nefarious activities. 

System:
The Character must be within 10 feet of an active data port and use a Techno Fetish Dream Catcher to focus their consciousness into the the port. The Player spends 15 Energy/Mana points and makes a successful modified roll, allowing the Techno-Projector to bypass security and access specific computers or databases connected via the World Wide Web or Dark Web.

  • BOTCH! Rolling a natural 1-10 while attempting to break a Government Firewall or Dark Web VPN attaches a tracer on the Techno-Projector and starts the following sequence:
    • 10HP Damage
    • The Techno-Projector is unconscious for 5 full turns
    • The Techno-Projector is disoriented for 2 full turns upon awakening
    • Your Techno-Fetish Dream Catcher attempts to protect you from the tracer:
      • Roll an unmodified dice. DIF: 70 
        • Success: Your Techno-Fetish Dream Catcher is destroyed, but the tracer fails to access your direct location or your identity.
        • Failure: Your Techno-Fetish Dream Catcher bursts into blue-hot flames and turns to ash, fails to stop the tracer and delivers another 5HP of damage to the Techno-Projector. The tracer knows your exact location of the port you accessed.

◉◉◉◉◉◎◎: Rank 7 - Cybernetics

  • DIF: 90 (70 if creation roleplay is done with a Wayland)
  • MOD: Craft, Computer
  • ENERGY/MANA: 15
  • Cool Down: This can only be done once an OOC week.

Description: 
A kinfolk at this level can craft artificial limbs for Garou that shift along with the Garou to match their various forms. This is a coveted skill and traditionally only to be used within the Garou community, unless given permission from Garou Elders. 

This standard cybernetic limb can look identical to the natural limb in every form. It functions normally. Only those with enhanced abilities, such as Auspex or Detect Life, will be able to notice the limb is not flesh and blood. Cybernetic limbs are surgically implanted and cannot be removed without damaging the limb beyond repair.

System:
The Player roleplays creating the Cybernetic limb. If roleplayed with a Wayland, the Difficulty Roll drops down to a 70. If the roll is successful, the external cybernetic body part has been created. (This will not work on creating internal cybernetic organs.)

  • To Attach:
    To successfully attach the body part to the Garou, a Level 6+ Rapha Healer will be required using their Level 6 Heal Non-Life Threatening Wounds(Standard Difficulty and Mods for the skill.)
    • A Garou Theurge must also be in attendance and roll simultaneously to ask an Avatar of Gaia to impart the ability for it to morph seamlessly into whichever form the Garou takes. 
      • DIF: 70
      • MOD: Occult
      • ENERGY/GNOSIS: 15
      • The Theurge may attempt this roll 3 times. If the Theurge is not successful, then the body part will be incapable of morphing and only appear as a normal human body part in any of the Garou's forms. The Rapha can always remove the body part with no harm to the Garou, but it cannot be reattached or used again.
  • Non Garou Recipients
    Cybernetic body parts "can" be created for and used by humans or other beings. It still requires a Rapha to attach it, but does not require the help of a Theurge since no spirit is required. Only Garou are capable of morphing the arm in all their other forms.

Rank 8- Artifice Spiritus

  • DIF: 135 (working with a Wayland adds a +10 bonus to your creation roll.)
  • MOD: Craft, Computer, Occult
  • ENERGY/MANA: 35

Description: 

A Techno-Projector at this level can craft and program a mechanical robotic/android body from a sufficient source of parts made from various metals, plastics, silicones, etc. to form a golem/surrogate body. The Golem can be as realistic or as mundane as the Techno-Projector desires, or as fantastic as he/she/they can imagine. Depending on the Techno-Projector's skills, the Golem may or may not be capable of Autonomous actions - much like the difference between a simple robot that can only comprehend basic instructions versus a semi-aware AI Android.

The Golem can typically incorporate up to four devices/weapons/surveillance equipment, etc. that are attached with the aid of pattern spiders. For example, guns for hands, Night Vision Eyes, grenade launcher in chest. Or it could be something much more specialized.

Golems may "sense" pain or environmental factors such as heat or cold, but they do not "feel" these like a human would and their functions are not effected by them unless programmed to do so. In fact, most work better under much colder environments than are typically comfortable for humans.

A Techno-Projector is capable of using his/her/their skills to project their consciousness into these mechanical devices, much like any other machine, turning their creations into surrogate bodies.

System:
The Player roleplays creating the type of Golem device they wish to create in their lab, describing in detail in local chat what it will look like, it's size, weight, etc., as well as what the specific function(s) of the device will be. This should include a complete description of the 1-4 devices/weapons/surveillance, etc. you intend it to have as well. (See the list of the available Devices below.)

Once this is done, the Player spends 35 points of Energy/Mana and makes a roll to activate the Golem device.

NOTE: If this is roleplayed with the assistance of a Wayland, the Player receives a +10 to their modifier to create the Character's Golem, based on the Roll Chart below.

Roll Chart:

1-10: Botch! (Rolling a natural 1-10) Your creation blows up and destroys part of your lab. You will not be able to attempt to use Artifice Spiritus for two OOC weeks while you rebuild your lab and replace the damaged equipment. 

11-134: It looks pretty good, but doesn't appear to be working. You give it a few pokes, hit it with a wrench. You give it a swift kick. Nope. Nothing. Puzzled, you scratch your head and start all over again.

135-140: The device works, but doesn't look very well put together and nothing like you were hoping for. It is only capable of executing one-word commands and can contain just one of the four devices you wanted to attach. Pick one.

  • Mods: +0
  • Damage: +0

140-150: Not bad, but not great either. It is obviously a mechanical device but it's fully functional and can use two of the devices you hoped to attach. Pick two.

  • Mods: +5
  • Damage: +2

151-159: Excellent! This device looks very good and contains all four of the devices you wanted to attach. However, if you were looking to create an exact replica of a living creature (human, beast or fantastic) the bare limbs are clearly cybernetic, and the eyes seem just a little too...bright. Contact lenses and long-sleeved shirts should help hide these minor imperfections.

  • Mods: +10
  • Damage: +5
  • Physical 

160+: You're the Michelangelo of Robotics! This device does everything you wanted, and then some. It is capable of autonomous action, can easily communicate (and speak if created to do so) in any human language and can contain five instead of four devices. (Select another device of your choosing to include.) If you were looking to create a realistic golem, this device looks and acts just like what you were hoping for. For example, if you were creating a humanoid male, it is a perfect replica of an ideal man and looks just like a human with hair, eyes, skin, right down to it's every expression. Truly a work of art. Only someone with Auspex or who can detect living entities will know the difference. And even then, they will need an In Character reason for using these skills.

  • Mods: +15
  • Damage: +10
  • Physical Skill: +15
  • Computer: +10
  • Physical Attack: +15
  • Physical Defense: +15
  • Alertness: +15

AVAILABLE DEVICE ATTACHEMENTS:
Golems can have many different types of devices attached to perform any number of functions. Below is a list of the applicable attachments with descriptions. Other devices may be available in the future. Please send a notecard to the DOD Admins with any specific attachment requests that currently do not appear below for review.

Weapons: TBD

  • GUNS:
    • Machine Gun
    • ???
      • DIF:
      • DAMAGE:
      • RANGE:

  • BLADES
    • Chain Saw
      • DIF:
      • DAMAGE:
      • RANGE:
    • Circular Saw
    • Switch Blade

  • POISON MISTS
    • Cyanide:
      • DIF:
      • DAMAGE:
      • RANGE:
    • Ether:
      • DIF:
      • DAMAGE:
      • RANGE:
    • Grenade Launcher
      • DIF:
      • DAMAGE:
      • RANGE:

SURVEILLANCE:

  • Camaras
  • Microphone & Speakers
  • Infrared Vision
  • Thermal Vision
  • Motion Detector

Defense:

  • Metal Shielding 
  • Proximity Alerts/Warning
  • Electric Shock via Touch
  • Defense Mode Attack

Hacking: TBD

  • ???
  • ???
  • ???

Communications:

  • Cell Phone Service
  • Language Translators (verbal or written)
  • Data Ports
  • Speakers
  • WiFi Connection
  • Integrated keyboard

Meretrix: 
Typically, these specialty robots/androids are humanoid in appearance, and the more realistic, the better. However, any machine can be equipped with these tools.

Tools:

  • Fellatio (Oral, Male)
  • Stimulatio Vaginalis (Oral, Female)
  • Perform/Give Anal (equipped with a functional anus and/or penis)
  • Perform/Give Vaginal (equipped with a functional vagina and/or penis)
  • Seduction (Talk dirty, flirt/entice) +15 to Persuasion 
  • Standard, Therapeutic and Erotic Massage Techniques

◎: Rank 9 - Create Hacker ICE Chips

  • DIF: 70
  • MOD: Computer, Occult
  • ENERGY/MANA: 30

Description:
Creating Hacker ICE Chips helps the Techno-Projector increase their odds of success when performing difficult computer programming actions. 

While machines and technology are neither good nor evil, the same cannot be said for the humans who program them. It all comes down to "intent." The term "hacker" usually has negative connotations, but such skills and knowledge can be used for either good purposes or criminal actions.

Hacker skills entail using extensive knowledge of both computers and tech to solve programming problems. Solving some of these problems may not be entirely legal, such as cracking a bank account password, infecting programs with Malware or breaking through a government network's firewall. 

A skilled hacker can also do a lot of good, protecting networks with Offensive Firewalls, tracing criminal hacking activity and creating nearly impenetrable shields around sensitive data. Techno-Projector Hackers are the Universal Translators of all computer languages. They have an intuitive understanding of networking protocols, computer systems and network architecture. This allows them to program and create an array of specialized programs called ICE Chips. These can be used for either offensive attacks or defensive measures relating to computers and the machines/devices they run.

System: 
ICE Chips are single-use devices that add extra Mods to any roll involving your Computer Skills. 

  • Characters may attempt to produce ONE ICE Chip per day.  
  • ICE Chips may be stockpiled for future use or even sold to other Player Characters. 
  • ICE Chips are illegal devices unless created and used with the express permission of certain government entities. Possession, use or the sale of ICE Chips is a Federal Offense.

ICE Chips (ICE = Intrusion Countermeasures Electronics) are single-use computer chips ranked in effectiveness from Level 1 to Level 5. These allow the Techno-Projector to increase their odds of a successful roll when attempting to slice/reprogram/upgrade a computer's program, or attempt to bypass any encoded security. They do this by introducing a programming loop in the native code around which the Hacker can slip through undetected. Because of their combined Occult and Tech nature, the can be used in one of two ways:

  1. Physically inserted into a computer via a USB, mother board, or other data port
  2. Entwined within the metal threads of a Techno-Fetish Dream Catcher while projecting into a machine/computer/electronic device.

How to Create ICE Chips:

  1. Use your DOD HUD to select the Rank 9 - Hacker ICE Chips skill if you have purchased the skill.
  2. Your HUD will automatically calculate your Computer and Occult Mods into your roll.
  3. Click the ROLL button. Based on your modified roll, you receive the following Asset in your HUD. You will be able to use the ICE Chip once to increase your Mods when performing computer-related actions. OR, you can give or sell the created ICE Chip to other Players:
    1. 1-74: FAILURE
      • No ICE Chips were created
    2. 75-89: LEVEL 1 ICE CHIP
      • +5 Mod Computers
    3. 89-94: LEVEL 2 ICE CHIP
      • MOD: +10 Mod Computers
    4. 95-99: LEVE 3 ICE CHIP 
      • +15 Mod Computers
    5. 100-105: LEVEL 4 ICE CHIP 
      • +20 Mod Computers
    6. 106+: LEVEL 5 ICE CHIP
      • +50 Mod Computers
  4. Copy/Paste your results into a Notecard to document your item. Drop the notecard into the appropriate Computer on the Landing Platform and collect your ICE Chip Prim. Make sure to include this in your weekly RP notecard.
  5. To use, provide the notecard to the Storyteller and and describe the ICE Chip you are attempting to use. Add the appropriate modifier to your roll, then delete the ICE Chip.

Rank 10 - Super Cybernetic Body Part Fetish

  • DIF: 80
  • TECHNO-PROJECTOR 
    • MOD: Occult, Computer
    • ENERGY/MANA: 35
  • THEURGE:
    • MOD: Occult
    • ENERGY/GNOSIS: 25

Description:
Super cybernetic limbs are a unique combination of technology and Garou Fetish created from standard cybernetic limbs. These cybernetic techno fetishes are capable of giving their wearers enhanced and rare super human abilities. While any Techno-Projector may attempt to upgrade an existing Cybernetic Limb, whether or not he/she/they created it, this is a difficult procedure that requires a challenging synchronism between advanced technology and the spirit world. Such an alliance crosses many gray lines, requiring a strained if not begrudging alliance between Gaia and the Weaver. As you can imagine, such requests are not always granted and can result in dangerous outcomes.

Note: Unless removed or destroyed, Cybernetic Implants can be repaired by any Techno-Projector without releasing the fetish spirit.

System:
The Techno-Projector can attempt to turn a normal cybernetic limb into a Super version whether it is attached or not yet attached to a recipient. However, it is very risky to attempt this while a body part is attached to its owner.

Creating a Super Cybernetic Limb requires the assistance of a Garou Theurge following the below procedure:

  1. A Mod, Storyteller or Admin is required to witness the attempt and document the results.

  2. Both the Techno-Projector and the Theurge must individually roll simultaneously to turn the cybernetic body part into a fetish. The techno-projector's roll  is to ensure the integrity of the created body part during the process. The Theurge's roll  is to enlist the spirits in creating a Fetish.

  3. The team gets three (3) tries to simultaneously make the required successful rolls. If the rolls are not successful, that particular cybernetic body part is not capable of being turned into a fetish.

  4. If any of the rolls result in a Botch (natural roll of 1-10), the Cybernetic Body Part catches fire and explodes resulting in:
    1. 15HP of damage to the Techno-Projector and the Theurge.
    2.  30HP of damage to the wearer if the body part is already attached.

3) If the rolls are successful, the body part is now a Super Cybernetic Body Part. However, the true nature of the new abilities is not known until the body part is attached.

4) Once the Recipient of the limb has had the cybernetic limb attached (if it is not already attached), they must roll (with an Admin, Mod or Storyteller witness) to see how closely the spirit within the limb bonds with them. The Wearer of the Super Cybernetic Body Part must roll the dice with no modifiers. 

Super Cybernetic Fetish Abilities Chart: 
This unmodified roll is made by the wearer of the newly upgraded Cybernetic Fetish Body Part.

1-30: Failure. No special connection is made with the wearer and the spirit leaves the limb. Even with all the enhanced preparations, it’s still a Standard Cybernetic Limb. At least be grateful it didn't explode. 

31-60: Minor Connection. You definitely feel more confident and the body part moves well. 

  • Permanent: +5 Physical Defense
  • Permanent: +5 Physical Attack

61-80: Moderate Connection. You feel stronger and you feel comfortable with the new body part.

  • Permanent: +10 Physical Defense
  • Permanent: +10 Physical Attack
  • Permanent: +5 Athletics/Reflexes

81-95: Superior Connection. There is a very strong bond with the spirit and you are well suited to it.

  • Permanent: +15 Physical Defense
  • Permanent: +15 Physical Attack
  • Permanent: +10 Initiative
  • Permanent: +10 Athletics/Reflexes
  • Permanent: +10 to any roll requiring strength

96-99: Holy Shit! This epic or legendary spirit is your soul mate! When the limb is attached you feel a rush of power as the spirit within the attached cybernetic body part appears before you and devotes itself to your service. You and the spirit are now one. (The Theurge selects the name of the epic or legendary spirit.)   

  • Permanent: +20 Physical Defense
  • Permanent: +20 Physical Attack
  • Permanent: +20 Initiative
  • Permanent: +20 Athletics/Reflexes
  • Permanent: +10 to any roll requiring strength
  • Damage bonus: a punch/kick or melee attack performed with the body part does +10 HP of additional Damage.

100: Everything received above, plus the recipient is capable of short-ranged flight of up to 20 meters high and a distance of up to 20 meters, carrying no more than 50 lbs over.

NOTE: Only Garou can have more than one cybernetic or Super cybernetic implant. However, dual implants must be a matched set, such as they must be both legs or both arms. Once implanted, they cannot be removed without releasing the spirit within.