                                  MECHANUS



   The Discipline of Mechanus covers machines ranging from cars to
   computers to Big Guns and Little Guns. As such, it is similar in some
   respects to a few of the Garou gifts, particularly the Glass Walker
   Gifts. However, there are a number of diffrences, which make it into a
   separate vampiric Discipline (I hope! :-).

   For all purposes except when making Repair or Computers rolls to do
   with the Discipline itself, add your Mechanus score to all rolls of a
   technical nature.

   * Simple Controlling: With this Power, the Vampire can cause machines
   to perform a simple action that they normally could perform, without
   having to touch the machine to begin with. Thus, he can cause a gun to
   fire, a radio to turn on and off, a fire sprinkler system to suddenly
   activate for no apparent reason. However, he couldn't make a car
   suddenly start up and drive away, but he could get the car to start
   without a key. This power will not open locks of anything but the most
   simple manner.

   System: The Vampire spends a Willpower and makes a Wits+Repair roll
   with a difficulty based upon the type oof machine to be activated.

     * 6 - Very Simple Machines, e.g, bicycles.
     * 7 - Slightly complex, e.g Sprinkler systems.
     * 8 - Fairly complex , e.g. Simpler engines, calculators, pistols.
     * 9 - Complex machines , Car engines, computers, automatic weapons.



   ** Ceasing the Machine's Life: This power causes a particular machine
   to suddenly stop working for no apparent reason. Computers shut down,
   guns jam, cars cut out suddenly. Thus, this power can have quite a few
   uses for those oh-so vital moments. The range of the Power is line of
   sight.

   System: The Vampire Spends a Willpower and makes a Wits+Repair roll
   with a difficulty based upon the complexity of the machine.

     * 5 - Highly intricate machines, computers, for example. Machines
       that will fail if only a tiny part is out of place.
     * 6 - Less intricate gizmos, like car engines, automatic weapons.
     * 7 - Moderately complex machines : Simple engines, pistols,
       calculators.
     * 8 - Simple machines : Sprinkler systems.
     * 9 - Really simple machines: Bicycles, tennis racquets, etc.

       The machines remain jammed, even after the vampire has left the
       area.

       *** Complex Controlling: This power is very similar to Simple
       Controlling, but the Vampire can use this power to make machines
       run constantly or perform a wider range of functions. Thus while
       you can only start a car engine with Simple Controlling, you could
       get the car to drive away as well. You get a gun to keep firing,
       or issue a series of commands to a computer.

       System: This uses the same system as Simple Controlling, except
       that two Willpower must be spent, not just one.

       **** Eluding the Electric Eye: With this Power, the Vampire can
       make himself completely invisible to all forms of mechanical
       detection at will. He ddoes not appear on film unless he wants to.
       Security cameras aren't alerted by his presence. Traps fail to
       work when they normally would. Telescopic sights cannot see him,
       nor can UltraSound, or anything like that.

       System: No roll is required, but the Vampire must spend a Blood
       Point to activate this Power. It lasts for the duration of a
       scene.

       ***** The Wispy Form: When the Vampire reaches this level, his
       body becomes unharmable by normal mechanical weapons. Bullets pass
       right through him, blades cut his clothing only. This is a
       permanent condition. The Vampire can only be harmed by enchanted
       weapons, wooden stakes and natural weapons (claws, teeth, rocks)
       Any weapons that have been made cannot be used to hurt him.

       Fire and Sunlight will still harm him, of course, and so will
       flamethrowers.

       System: There is no System in this Power. It is always working.

       ****** Machine Mastery: Vampires with Machine Mastery never need
       use WillPower when Controlling or Jamming machines. This Power
       affects levels 1-3 of Mechanus only.

       ****** Multiple Control: The Vampire is able to control as many
       Machines at once as he has Wits points. This Power is very
       effecttive therefore in causing chaotic situations in factories,
       and so on, or just being lazy around the Haven.

       ****** Summon the Machine: This Power works like the Thaumaturgy
       Path of Conjuration, but is superior. With Summon the Machine, the
       Vampire can cause literally any machine up to the size of a car to
       be created instantly. If the machine is a type that the Vampire
       knows, then he makes a Willpower roll with a target number for
       Machine Complexity as per Table for Simple Controlling. If he is
       trying to create something that he hasn't seen before, then he
       must make an intelligence+Repair roll with the same target number
       first. The number of sucesses indicate how well made the conjured
       item is. One sucess means that the item wwill work, but not for
       vvery long, while five means that it's as good as a Craftsman's
       creation.

       Either way, the conjuration requires one Willpower and three Blood
       Points to create.

       The conjured item is permanent.

       ******* Zone of the Unworking: With this Power, the Vampire can
       create, at the cost of a Blood Point, a 100' radius (or less) zone
       in which Machines that are not enchanted will simply all cease to
       work. Any Machine entering the area fails automatically.

       The Zone lasts until the Vampire wishes it to end.

       ******* Alter Purpose: The Vampire, over a number of Rounds, can
       alter machines to suit his purposes. This can be as simple as
       causing gun barrels to bend around, wheels to puncture, or as
       complex as actually changing a car into a pile of molten slag, or
       transforming one machine into another one that is completely
       diffrent. The Processes involved are diffrent for each type of
       change. All require a Wits+Repair roll to alter the Machines.
       Sucesses are accumulated per Round until the Changes are complete.
       The Target Number is almost always 8.


          + [Sucesses gained]:[Effect]
          + 1: Very Minor Alterations (slight bending perhaps)
          + 2: Minor Alterations (could bend a gun barrel)
          + 4: Warping/Heating (The object could have it's overall shape
            changed a little, e.g become more compressed Also, object may
            become too hot to handle)
          + 7: Minor shape change (Object can begin to soften with heat,
            or alter shape quite a lot.
          + 10: Major shape change (Object begins to melt, becomes badly
            compressed or stretched)
          + 15: Component altering (Object is nearly transformed)
          + 20: Object Transformation


       For Larger Machines, like cars, the ammount of sucesses required
       should be increased by at least 10.

       ******** Traversing the Mechanic Plane: With this Power, the
       Vampire can travel through highly unusual means. He literally can
       enter machines with screens attached, like Computers and
       Televisions, and reappear out of another one of his choice. He can
       take a passenger too. While "inside" the screen, the world is just
       a series of bizzare and crazy images shifting back and forth with
       incredible speed. The Vampire does have a sense of where he or she
       is going, and the journey should only take a few mmoments. He
       reappears out of any screen, plugged in or no.

       The Vampire must Spend a Blood Point and a Willpower, and make a
       Wits+Repair Roll, target number 8. The ammount of sucesses
       indicates how long it takes for the Screen to be ready for his
       transit. One Success means 10 seconds, two sucesses means 9
       seconds, three gives 8 and so on. A Botch causes tthe screen to
       explode, possibly causing wounds to those near the it.

       Once inside, the Vampire makes a Perception+Alertness roll to spot
       the correct Path through the Maze to arrive where he wants to go.
       The number of sucesses again indicate how long the travel will
       take. A Botch means that the Vampire is trapped in this bizzare
       place for quite a while. Nothing can attack him here, but he will
       be lost and cconfused, and eventually ejected out of the nearest
       screen (which can be VERY Dangerous if you land in a place where
       the sun is shining brightly.

       These are all the Levels of Mechanus known, as there are no Mekara
       above 5th Generation known to have existed.
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