Cyber-Kinetic

Category
Subcategory
psychic

Cyberkinesis

A relatively new talent, Cyberkinesis is the ability to control electronic machinery with one's mind. The cyberkinetic generates small-scale electromagnetic fields that alter the operating systems of computers and other electronic equipment (stereo systems, burglar alarms, etc.). This only applies to controlling the machines, not getting information back. For all powers aside from 'Switch' and 'Scramble,' the cyberkinetic must be able to see what they are doing, generally through a monitor or display readout—or through the use of Cyberpathy.

Powers

  1. Switch: The cyberkinetic can switch computers or easily operated electronic equipment off and on.
  2. Link: The psychic may operate electronic equipment without touching it, as if by remote control. This doesn't provide override codes or passwords. They could enter a password without typing it, but cannot log in without a valid password.
  3. Scramble: The character can send microscale power surges through computers, causing them to lock up, video equipment to display snow, and recording equipment to pick up static. These effects last as long as the cyberkinetic concentrates. When the effect lapses, the machine returns to normal operation, though some less robust operating systems may require time to reboot (ST discretion).
  4. Password: The cyberkinetic overrides the operating system of computers, essentially granting themselves any desired password or code. They can force the computer to perform any function its normal operating system is capable of.
  5. Run Hot: The psychic has such control of electronics that they can effectively 'reprogram' a computer to exceed its normal abilities. This means a computer calculates faster, a robot's arms lift more, or a laser burns hotter.
System

The roll for all abilities is Manipulation + Computer.

  1. Switch: Diff 6 for machines that are switched by electronic relays. Diff 8 for machines that are switched by physical relays. This power has no effect on cybernetics.
  2. Link: Diff 4 for simple acts like programming a VCR. Diff 5 for using a normal computer or cellphone for basic tasks. More complex tasks have a higher difficulty: Diff 7 for driving a car with power steering; Diff 8 for piloting an Aerodyne; Diff 9 for a computer controlled factory. This power has no effect on cybernetics.
  3. Scramble: Diff 7. Complex or shielded systems may be diff 8 or 9.
  4. Password: Diff 7. Complex or shielded systems may be diff 8 or 9.
  5. Run Hot: Diff 8. Every success adds one success to the next use of the machine, but deals one 'damage' to the machine. Damage inflicts wound penalties on the machine that persist until it is repaired (usually dexterity + technology vs 8, healing one 'damage' per success).

Note: If you are trying to break into anything other than someone's personal computer or privately owned (PC owned) business, you will need staff to witness the rolls and give you the appropriate information and/or implement the appropriate machine behavior. Players may always request that staff be present for any use of a power or ability.

Note (Cybernetics): Scramble, Password, and Run Hot can target visible cybernetics. If the cyber-kinetic has Cyberpathy 1 or higher, any cybernetics may be targeted, provided the Cyberpath has previously used 'Analyze Structure' on the target. The difficulty for any use targeting cybernetics is 6 for Second Hand, 7 for Street, 8 for Standard, 9 for Hi-Grade, and 10 for Mil-Spec. Only one cyborg is targeted at a time, but any cybernetics that are equal to or less than the difficulty rolled may be affected (as long as they are visible or cyberpathy is used).

Freebie Cost
7
Prerequisites
Mortal+