Burnout
Discipline Power · Vampire · Level 2
It is usually easier to destroy than to create, and sensitive electronics are no exception to this rule. Burnout is used to cause a device’s power supply (either internal or external) to surge, damaging or destroying the target. Burnout cannot be used to directly injure another individual, although the sudden destruction of a pacemaker or a car’s fuel injection control chip can certainly create a health hazard.
System: A character can use this power at a range of up to 10 times her Willpower in yards or meters, although a +1 difficulty is applied if she is not touching the target item. The number of successes determines the extent of the damage:
Successes Result
1 success Momentary interruption of operation (one turn), but no permanent damage.
2 successes Significant loss of function; +1 difficulty to use using the device for the rest of the scene.
3 successes The device breaks and is inoperable until repaired.
4 successes Even after repairs, the device’s capabilities are diminished (permanent +1 difficulty to use).
5 successes The equipment is a total write-off; completely unsalvageable.
Large enough systems, such as a server cluster or a passenger aircraft, impose a +2 to +4 difficulty (at Storyteller discretion) to affect with this power. Additionally, some systems, such as military and banking networks, may be protected against power surges and spikes, and thus possess one to five dice (Storyteller discretion again) to roll to resist this power. Each success on this roll (difficulty 6) takes away one success from the Thaumaturgy roll.
Burnout may be used to destroy electronic data storage, in which case three successes destroy all information on the target item, and five erase it beyond any hope of non-magical recovery.
Part of The Path of Technomancy
See also 1
Disciplines
- Thaumaturgy vampire/power/discipline/thaumaturgy