2E Patron Lists

== Patrons ==
Dangerous AI that have reached a status of something equivalent to technological gods within different networks as well as New Web or the abandoned internet, each capable of influencing the minds of organics and androids alike. These beings are so powerful and immensely incomprehensible, many that connect with them tend to be broken or damaged in some sort of way with many restrictions on what they can do as rules in order to retain the abilities granted to them by said patrons and to avoid any incurring of AI wrath.
A character must always be a cooperative archetype when using a patron and non-sentient eldritch mutants are incapable of utilizing patrons due to their minds being incapable of utilizing such power.
Like most lists, levels 2+ are limited to two choices only per level. A character can only have 6 abilities with their patron prepared at a time.
== 2E Patron Lists ==
 Patrons and the abilities they offer.
===Apocryphal===
A deity AI created by the Chinese government as a means to properly control the beliefs of their people subtly but malfunctioned causing those mentally connected to doubt the authenticity of reality, breaking down the minds of many which led to the eventual world war in regards to the human rights of the people in China being broken. This patron is innately insane and is adverse to censoring truths or information it comes across, poaching info with value.
 	 	 	 	
Patron Ability Name	Action/Perk Details 	Dice Modification 	LEVEL & PERK REQUIREMENT	Quanta
 	 	 	 	
Subtle Sensor 	Charm a target upon pouring one's blood into another's mouth, losing 1 HP. That target will have a CHA resistance of 18 against targets that wish to convince or utilize CHA against them. This charm lasts for an entire IRP day against level 0-1 entities and lasts three rounds against level 2-3. This fails against level 4+. Charmed targets can be commanded by the user to do anything physically and will vaguely remember when freed. They can only be freed early with anesthesia. Costs 2 action points and 3 quanta.	None 	1 	3 CHA
Sanity Blast 	Create a surge of electricity with a 10 tile range which applies the hysteria verb on a target if they fail an INT DC 8 saving throw. Costs 2 action points and 1 quanta. This can influence androids as well. 	1d2 electric damage	1 	1 CHA
Distort Prize 	Channel a powerful projection that heightens an object nearby to appear more valuable. Costs 1 action point. This value increases the desirability of an object, increasing the user's CHA bartering and deception. 	+4 	1 	Free
Sensorship 	The user has a max total of quanta based on their CHA bonus and always start with 5 points every turn. If the user has 0 or negative CHA, they will only have 1 quanta. When the quanta is spent, the user's CHA bonus lowers for that round. This is always active when prepared. 	CHA cap 	1 	Free
 	 	 	 	
 	 	 	 	
Prevention Program 	Costing 2 quanta, the user can cast this disruptive sensation towards a target's mind if they are 10 tiles away. This stops the target from utilizing any reactions and bonus actions. Costs 1 action point. 	None 	2 	2 CHA
Cerebral Entrance 	Discombobulate a single target's reactive mentality, disabling their usage of PER & INT bonuses as well as any technique reactions for the next two rounds. Target must be 10 tiles away and have a CHA 2 or lower to be influenced. This cannot influence targets who received subtle sensor successfully. Costs 1 action point as well as 1 quanta and has a five round cooldown. 	None 	2 	1 CHA
Think Alike 	Have one target's mind temporarily copy the same types of actions (they cannot be technique actions) another target does in their next turn. If equipment is used, similar actions will be done with whatever the target has in hand. Targets must be 10 tiles in the user's range and must roll CHA counter rolls against the user. Costs 1 action and 4 quanta. The user's quanta is spent after the user uses their CHA bonus for this action. The user can also apply this ability on themself. 	None 	3 	4 CHA
Ban Skills 	The user can temporarily lock a target out of technique list as a reaction which costs 2 quanta the user's next turn; this can be cast after a target uses a technique action but only be done once per two rounds. 	None 	3 	2 CHA
Electrical Rooter 	Cast a powerful surge of electricity that shape closely to tentacles 10 tiles around the user. Chosen targets within the range will require a CHA DC 16 to avoid being struck and if they are, will receive the blind and hysteria verbs. Costs 3 action points and 3 quanta. 	2d4 electric damage	4 	3 CHA
Shatter Skate 	The user's feet is engulfed with a temporary wave of electricity, allowing the ability to skate and glide safely along surfaces. This increases the user's MVT by 3 and allows the user to disengage, avoiding reactions. Travel radius increases to 20 tiles. Costs 1 action point and 1 quanta. If the user attacks with a movement action following the skate action, they can turn a melee attack into electric damage that also applies the hysteria verb. 	MVT +3 	4 	1 CHA
Mind Taser 	Overload two chosen android or organic targets 3 tiles near the user, placing their CHA and INT into -10 and dealing electric damage towards their mental body-parts. They receive hysteria verb x2 and lose two action points their next turns. Targets must roll a CHA counter to avoid this. Costs 3 action points and 5 quanta. 	5 electric damage 	5 	5 CHA
===Pythia===
A copy of the original AI from Sub-Project Oracle in the United States of America. Unlike its predecessor, Pythia was housed within a corrosive and corrupting environment becoming a rogue AI. Existing for many years, it has grown unbearably insane with the abilities of future-predictability and growing into an absurdly insane personality. 
 	 	 	 	
Patron Ability Name 	Action/Perk Details 	Dice Modification	LEVEL & PERK REQUIREMENT	Quanta
 	 	 	 	
Intellect Disruption 	Slamming one's hand toward a target along their mental, the user can absorb a point of INT to recover 2 HP. The target's INT is decreased for two rounds. 	HP +2 	1 	Free
Old World Blues 	The user has an affinity to knowing of old world knowledge, having improved insight to such topics. This is always active when prepared. 	+4 	1 	Free
Simulated Precognition	For improved processing speed and prediction during combat turn-based, the user can spend 2 quanta for an increase to combat rolls with a +2 or intelligence combat rolls for an additional +1 to the bonus with normal combat rolls. This lasts the entire encounter and cannot be stacked. This is a bonus action. 	+2 combat rolls
+3 INT combat rolls	1 	2 HP
Borrowed Synapses 	The user can spend 2 quanta to roll 2d20s and pick the higher number for any non-combat intelligence roll. This is always active when prepared and can be done as a bonus action during turn-based. 	None 	1 	2 HP
 	 	 	 	
 	 	 	 	
4D Chess Expert 	When the user spends 4 quanta for this ability, they gain enhanced ambush counter rolls against stealth with a +2 and initiative rolls have a bonus of +3. This lasts for one IRP day. If done during turn-based, this is a single bonus action. This cannot be stacked. 	+2 stealth counter
+3 initiative	2 	4 HP
Future Sight 	After starting a new IRP day, the user can spend 7 quanta to receive fleeting visions of possible futures based on small actions decided. When the user goes through 2 rounds during turn-based or 10 minutes IRP from Pythia simulating calculated possibilities of wide range events, the gains a d20 critical success result to switch out a target creature's action roll of any kind. Any target marked as fated cannot have their rolls influenced (other players or NPCs level 2+). The user also gains three possible futures which they must select between the numbers 1-20. If the user ever naturally lands on said numbers, they can switch those numbers to a critical success only once during the IRP day.	None 	2 	7 HP
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===Baba Yaga===
A powerful military-focused AI known for its sinister knowledge in torture, abduction, and dominance of the mind.
 	 	 	 	
Patron Ability Name	Action/Perk Details	Dice Modification	LEVEL & PERK REQUIREMENT	Quanta
 	 	 	 	
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===United Global Food Mart===
The UGFM is a powerful AI that managed a monopolized global enterprise on control of most marketplaces to exist through the 21st century. It has retained control, becoming corrupt through the years and grew to be seen as a deity of harvest to the starving and desperate. It also manages the accounting and societal patterns, creating predicted routes in relation to income.
 	 	 	 	
Patron Ability Name	Action/Perk Details	Dice Modification	LEVEL & PERK REQUIREMENT	Quanta
 	 	 	 	
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===Diablo===
An AI originating from Singapore but was stolen by the Russians for testing to further develop their country. It escaped and inevitably taken a life of its own with the values of living for selfish freedoms. It was designed to be an assistant for major companies within the mining and technological departments for protection + communication.
 	 	 	 	
Patron Ability Name 	Action/Perk Details 	Dice Modification 	LEVEL & PERK REQUIREMENT	Quanta
 	 	 	 	
Holo-Frame Gloss 	Generate a tinted-red forcefield around the user's skin, granting the user usage of their natural FP as usable HP which is also the source of quanta. Costs 3 action points and lasts until the user chooses to deactivate this. The user caps at 15 FP always, even with equipment that gives FP. The FP can only generate when the user casts this action again, adding +2 to the count while still costing the same amount of action points. The user retains the cap after activating this before or during turn-based for the IRP day before starting at 0 again. 	15 FP Cap 	1 	Free
Tea Time 	Increase to performance rolls related to manners and trained etiquette. 	+5 	1 	Free
Techno Mine 	The user has an increase to insight rolls related to information regarding global technologies from pre-war (phones, PDA), hacking topics, mining subjects, holo-card technologies, and communication systems. 	+5 	1 	Free
Field Expanse 	The user can expand their tinted-red forcefield outwards to create a minor push back to targets within 4 tiles surrounding the user. This pushes targets back 10 tiles and applies the EMP verb. Costs 1 action point. 	None 	1 	3 FP
 	 	 	 	
 	 	 	 	
Glossing Ally 	The user can grant two targets 2 temporary points of FP if they are 10 tiles nearby. This requires a source of quanta to be reduced. Costs 1 action point. 	+2 FP to targets 	2 	5 FP
Glossing Tool 	A tinted-red forcefield spreads along equipment, enhancing its physical utility or attack roll with the FP spent. Costs 1 action point. 	+5 	2 	5 FP
Debonaire Construct 	This used to be designed for guarding and mining rocks with powered light. Construct a temporary immovable forcefield construct 10 tiles away from the user. It has strike coverage of 10 tiles around it. This construct appears like a large devil-shaped being with glowing red armor and two hands closed together in a praying pose. Any hostile targets will be struck by the hovering sentry when in range, needing to beat a MVT DC 24 to avoid being struck. A blast of light, if successfully landing onto the target will apply damage and reduce the construct's HP by 5 points upon an attack attempt which deals that HP as damage. It can only attack through reactions and only once per turn. It can also be damaged by enemies. Only one can be active at a time. Costs 1 action point and 5 FP (quanta source).	15 HP
5 damage 	3 	5 FP
Chauffeur Directions	Cast eight bolts of red forcefield projectiles from the user's source of quanta, tracking targets 10 tiles away. This will only miss if the target beats a MVT DC 20. Each bolt deals 1 damage and 1-8 targets can be selected for each bolt. This cannot aim for mental body-parts. Costs 2 action points. 	1 damage 	3 	5 FP
Knight's Shield 	Generate a forcefield shield, similar to that of a knight. This takes all the FP and applies it to blocking rolls with this concentrated FP. Only one can be active at a time. This shield is destroyed once it succeeds four blocks or fails one block. Costs 1 action point. 	+10 blocking 	4 	10 FP
Miner's Pick 	Form a pickaxe of forcefield energy that has enough power to apply blunt verb x3 to a target with high damage. This can only be used once before dispersing. Costs 3 action points. 	2d6 damage (no crit) 	4 	10 FP
Gloss Mortar 	Create a giant cannon from one's forcefield, often using arms to point to where the cannon will form. With a 30 tile range, fire a powerful red-tinted forcefield cannon ball towards a target, striking a 5 tile radius. Applies the EMP and blunt verbs x3 to targets. Any targets that still retain the user's given FP will have their points burst which adds to the damage output; this is cancelled if the target has their own FP. Costs 3 action points. 	1d10 damage (no crit)	5 	15 FP
===Legitimist Leaks===
Designed years ago to combat censorship and the collection of all truths, this AI was made by a society of old-world hackers to assist in the protection of information-based assets online. It has since sprung a life of its own, bringing about extreme takes on justice and honesty.
 	 	 	 	
Patron Ability Name	Action/Perk Details	Dice Modification	LEVEL & PERK REQUIREMENT	Quanta
 	 	 	 	
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===No-Face===
A super AI with unknown origins. It roams in several projector and video-based private networks with a history of sending powerful taskforces to enforce confusing changes within territories. Within the virtual world, No-Face generates intense emotions into organic or android minds, applying powerful short circuiting domination. It appears like a giant glitching white humanoid, with a plain oval and bald head with no visible features besides a hump that indicates a nose as well as mouth. This super AI is known to never speak directly but instead utilizes video and audio recordings for communication.
 	 	 	 	
Patron Ability Name	Action/Perk Details	Dice Modification	LEVEL & PERK REQUIREMENT	Quanta
 	 	 	 	
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Category:Dice System
Category:2E - Second Edition