Fae Casting

== Project Fae: Command Prompts ==
Created by Bryle.
Project Fae is an extremely secretive and hidden old-world experiment made to develop specialized humans. They have the ability to cast certain command prompts like weaponized computers-turned reality. Bringing about genetic-based technological abilities that feel almost supernatural. Reliant on having the appropriate chips or genetic alteration to activate certain commands. Due to these technological abilities being based in genetics, it cannot be bypassed or hacked by androids and hackers though due to it relying on the computing power of the human mind, commands are fairly limited in power. The way a fae discovers the commands they are capable of inputting and emitting is through a built-in instinctive trait that comes with programs which grants them the mental capacity to visualize the energy they can cast as well as its code.
=== Types of Command Prompts ===
Command prompts are computer-like commands developed to sync well with the human mind. They have set limiters to protect the user from harming their brain and avoiding forms of brain hemorrhages but when such limiters are broken, the user may die. There are certain signs when a Fae over-processes commands which are indicated through headaches or vision impairment. That is why practice utilizing the commands and consistent practice to avoid mental fatigue is necessary.
Some command prompts work fairly well together and can be chained to create different or mixed effects. This will put pressure on the user's CPU (brain) which could cause an overload if done incorrectly. Commands are only activated through thinking though the user can help focus on commands by stating the command prompt out loud.
====== Programs ======
There are several types of "programs" that run different emitter or info commands. An example of two are listed below.
* SPM-1: Also known as Solid Photonic Matter Mark I. This program supports several commands related to utilizing light that photonic matter or molecules induce strong interactions with photons in a weaponized manner. All manners of this program have a limited time and range in usage, relying on the CPU which is the organic brain. The higher the concentration (represented with INT rolls), the more improved outcomes for commands.
====== Concentration ======
An important aspect for a fae especially during battle. If they are distracted by another character or enemy, they will be forced to cancel the command. The user must roll INT when their concentration is challenged by another character.
====== Command Types ======
Commands within programs can be identified by their type which indicates how they are used.
* Emitter: Commands of this type are projected from the body and can affect those that come into contact with the projected energy as well as the user themselves. This is usually activated by the will of the user which requires concentration to prolong.
* Sense: A command that influences one or multiple senses of the user when they activate the prompt.
====== Command Limits ======
* Command Prompt is the name of the command and can be said out loud to concentrate on casting the command.
* Limit is the count towards the amount of commands that can be chained and combined at once. Anymore overloads the user and cancels the commands. Limit points drop immediately when a command is dropped or when its duration runs out.
* Duration is the amount of time a command can be cast before repercussions which can find under "Recovery" below.
* Visual is what the command would look like to the user or those witnessing it.
== Programs & Their Command Prompts ==
*
=== Fae Command Prompts ===
== SOLID PHOTONIC MATTER PROGRAM ==
==== SPM-1 Commands ====
SPM-1: Also known as Solid Photonic Matter Mark I. This program supports several commands related to utilizing light that photonic matter or molecules induce strong interactions with photons in a weaponized manner. All manners of this program have a limited time and range in usage, relying on the CPU which is the organic brain. The higher the concentration (represented with INT rolls), the more improved outcomes for commands. 
How it affects the world: The Hard-Light that is emitted from the SPM-1 Program cannot form through existing solid or liquid matter, only through gases. The light does not generate enough heat to inflict burns and it isn't bright enough to blind eyes. When the limit is maxed out, the user will feel a headache. 
Fae-Touched appearances with this program sport pale blue skin and when they glow, looks bluish-green marks along their skin with hard-light forming off their hair. 
Concentration can only be broken when the user is physically struck or a heavy emotional thought influences them. This is why fae with this program are trained not to feel. 
===== SPM's Recovery =====
+1 Duration	Will feel dizziness and must roll INT D20 saving throw above 10 to keep concentration. If it fails, all commands stop.
+2 Duration	Will be in tremendous mental pain and vision becomes impaired. Must roll INT D20 saving throw above 15 to keep.
+3 Duration	Will feel like fainting. Hearing is gone. If the user rolls to continue with an INT D20 above 15, they die next turn.
===== SPM's Verbs =====
* Hard-Light: Solid Force with a durability of 5. The strength check is D10+ to damage two turns in a row and heavy ammunition do -3 to durability while lighter options do nothing. When the shape breaks, the command ends and cooldown starts. Weaponizing this adds +2 to pushing and trapping rolls.
* Well: A projected light that is harmless when touched and when a command that has this is chained with another command, it increases durability by +2.
* Flashed: A blinding de-buff received when characters with sensitive eyes see a bright flash. It temporarily blinds/disorients for their next turn.
===== SPM's Limit Improvement =====
* At INT+0 or less, the chain limit max is 2.
* At INT+3 or more, the chain limit max is 4.
SPM Commands
Program	Type 	Command Prompt 	Effect 	Limit 	Duration 	Visual
SPM-1 	 	 	 	 	 	
SPM-1 	Emitter	Generate Shallow Element.
Pulse.	Pulse is a starting prompt that forms a swirling light around the user 
at around 1 meter in distance around them. It does not harm anyone
and acts as a well to form hard-light when chained to an emitter. No cooldown. 	+1 to limit	Three turns
or 
5 minutes	
SPM-1 	Emitter	Generate Luminescent Element.
(Flash, Strobe, and Burst.)	A command that flashes light from the chosen spot of skin on the user's body. Flash allows the user use it like a flashlight. Strobe allows the user to have the exposed light flicker. Burst allows the light to explode like a flashbang, giving flashed to those seeing it. One day cooldown requiring rest only for Strone and Burst. 	+1 to limit	1 hour for Flash
1 turn for Strobe and Burst	
SPM-1 	Emitter	Generate Force Element. Reflect.	Forms hard-light in front of the user like a shield. It only extends as far as the user's height. 1 turn cooldown. If the user rolls an INT D20 when casting this, they gain a bonus to the durability by +2. 	+1 to limit	Five turns
or 
15 minutes	
SPM-1 	Emitter	Generate Force Element.
Scaffold.	Forms a hard-light rectangle across the user anywhere in a 4ft radius. It can be as big as 60 by 60 inches to a minimum of 10 by 10 inches. 1 cooldown after casting it 3 times in a row. Requires MVT 5 roll to succeed in jumping between them. 	+1 to limit	Five turns
or 
15 minutes	
SPM-1 	Emitter	Generate Force Element.
Adhere. 	Forms hard-light around object or entity touched. It only extends around the entity's entire shape. 1 turn cooldown. 	+2 to limit	Five turns
or 
15 minutes	
SPM-1 	Emitter	Generate Force Element.
Bulbous.	Forms a hard-light sphere around the user at a 4ft radius. It can cover multiple entities within the vicinity. 3 turns cooldown. If the user rolls an INT D20 when casting this, they gain a bonus to the durability by +2. 	+2 to limit	Five turns
or 
15 minutes	
SPM-2 	 	 	 	 	 	
SPM-2 	Emitter	Generate Force Element. Concentrated.
Bulbous.	Forms a hard-light sphere and concentrates it across the user at a 4ft radius. It can then be launched as a projectile, leaving a thick trail of light. It is half the speed of a common bullet. It converts its durability to damage and has the +2 roll bonus for weaponizing the light. It can be damaged to weaken the blow. 4 turns cooldown.	+3 to limit	1 turn attack	
SPM-2 	Emitter	Generate Force Element. Lasso.
Pulse.	Forms a hard-light lasso from their hand while being 5ft long. It can be flung around with its direction being moveable just from thought and can solidify around targets with an increased grapple chance of +5. 	+1 to limit	Five turns
or 
15 minutes	
SPM-2 	Emitter	Generate Force Element. Scan.
Layout.	Forms a hard-light layout of the entire structure around them at a 5-mile radius into a small condensed visual image. They can do the same if the user recalls memories of people or places. This scan can be detected by devices. 	+1 to limit	1 hour 	
SPM-3 	 	 	 	 	 	
SPM-3 	Emitter	Generate Force Element. Scan.
Animated.	Forms a hard-light copy of the user or someone they look at while also glowing around the original if the user chooses to do so. This allows the user to create an illusion that can help fight for a limited time; it has the HP equivalent of hard-light durability. 5 turns cooldown. 	+4 to limit	Five turns
or 
15 minutes	
Visual Size Comparisons
		
== THERMOACOUSTIC HEAT ENGINE PROGRAM ==
==== THE-1 Commands ====
THE-1: Also known as Thermoacoustic Heat Engine Mark I. This program supports several commands related to utilizing high-amplitude sound that takes advantage of alternatively compressing and expanding, and pressure parcels of gas which then influences temperature; the THE-1 program doing this to the extreme. All manners of this program have a limited time and range in usage with several steps for activation, relying on the CPU which is the organic brain. The higher the concentration (represented with INT rolls), the more improved outcomes for commands.
How it affects the world: Being sound and thermal-based, the energy that is emitted from the THE-1 Program cannot form through existing solid matter, only along the surface... but can form through certain liquids and gases. The sound generated does create heat which can inflict burns and it isn't loud enough to deafen ears, while also being able to form ice. When the limit is maxed out, the user will feel a headache.
Fae-Touched appearances with this program a light silver skin tone and when their marks glow appears as a light green. Their hair usually being dark greys or light browns.
Concentration can only be broken when the user experiences sound disruption or a heavy emotional thought influences them. This is why fae with this program are trained not to feel.
===== THE's Recovery =====
+1 Duration	Will feel dizziness and must roll INT D20 saving throw above 10 to keep concentration. If it fails, all commands stop.
+2 Duration	Will be in tremendous mental pain and vision becomes impaired. Must roll INT D20 saving throw above 15 to keep.
+3 Duration	Will feel like fainting. Hearing is gone. If the user rolls to continue with an INT D20 above 15, they die next turn.
===== THE's Verbs =====
* Acoustic: The generation of sound that can convert in different ways. It is required to have this buff active on the player to cast certain commands.
* Refrigeration: A buff or de-buff depending on how it is used, It can create a cool location which allows the user to reduce MVT on targets by -3 for the entire duration. It can also help cool locations where it's rather hot. If they stay within a refrigeration area, they will be cold and slow indefinitely. 
* Heat pump: A buff or de-buff depending on how it is used. It creates a hot location which allows the user to set targets on fire. They must roll D6 to see how many turns they will be on fire which can be put out. If they stay within the heat pump area, they will be on fire indefinitely. Targets lose 1 hp every turn when on fire and must roll Nat 10 or more with D20 to put out fire, taking an action.
===== THE's Limit Improvement =====
* At INT+0 or less, the chain limit max is 3.
* At INT+3 or more, the chain limit max is 4.
THE Commands
Program	Type 	Command Prompt	Effect 	Limit 	Duration 	Visual
THE-1 	 	 	 	 	 	
THE-1 	Emitter	Generate Sound Element.
Engine.	Generate an invisible sound wave that extends forward in a triangle shape at 6ft long. It does not harm anyone and acts as an acoustic required to generate other THE-1 commands. 2 turns cooldown. 	+1 to limit	Eight turns
or 
25 minutes	
THE-1 	Emitter	Generate Thermal Element.
Pulse.	With an acoustic active, in its wave, all targets experience heat pump. Cannot be active with a refrigeration command. 1 turn cooldown. 	+1 to limit	One turn
or 
5 minutes	
THE-1 	Emitter	Generate Thermal Element.
Retract.	With an acoustic active, in its wave, all targets experience refrigeration. Cannot be active with a heat pump command. 1 turn cooldown. 	+1 to limit	One turn
or 
5 minutes	
THE-1 	Sense 	Generate Sound Element.
Visual.	Using this, the user is capable of seeing a generated outline of sound waves coming from all directions whether made on impact by others or their own noise. Perception rolls for detecting sound +10 visually. 2 Hours cooldown. 	+1 to limit	Eight turns
or 
25 minutes	
THE-1 	Emitter	Generate Sound Element.
Cancel.	Using this, the user sends a pulse of their choice to cancel out something burning or freezing. The larger the fire or ice, the more to the limit is required. 2 Hours cooldown. 	+1 to limit	One turn
or 
5 minutes	
THE-1 	Emitter	Generate Sound Element.
Sonic.	Generate an invisible sonic boom that extends forward in a triangle shape at 6ft long. It does not harm anyone and acts as an acoustic required to generate other THE-1 commands. It adds an explosive trait to thermal element commands which knocks back targets at least 6 steps. 3 turns cooldown. 	+2 to limit	One turn
or 
5 minutes	
THE-2 	 	 	 	 	 	
THE-2 	Emitter	Generate Sound Element.
Eruption.	Generate an invisible sound wave by slamming the ground which then erupts the surface. It does not harm anyone and acts as an acoustic required to generate other THE-1 commands. 2 turns cooldown. This can melt or freeze a surface depending on the thermal command connected. If the floor is frozen, users without proper equipment must roll movement D8+ to avoid slipping.	+2 to limit	One turn
or 
5 minutes	
THE-2 	Emitter	Generate Thermal Element.
Ice.	With an acoustic active, in its wave, all targets experience refrigeration as well as a chunk of ice forming, which can be used as a projectile. It does 1 damage but does an additional amount if the target is currently refrigerated. This additional damage is determined with a D6 roll. Cannot be active with a heat pump command. 2 turns cooldown. 	+2 to limit	1 turn attack	
THE-2 	Sense 	Generate Thermal Element.
Visual.	Using this, the user is capable of seeing thermal imaging, allowing the user to naturally see the amount of infrared energy emitted. Perception rolls for detecting heat signatures +10 visually. 2 Hours cooldown. 	+2 to limit	Eight turns
or 
25 minutes	
THE-3 	 	 	 	 	 	
THE-3 	Emitter	Generate Thermal Element.
Compression.	With an acoustic active, in its wave, both refrigeration and heat pump are placed onto all targets in the range. Cannot be used with another thermal perk. One day cooldown. 	+3 to limit	One turn
or 
5 minutes	
THE-3 	Emitter	Generate Thermal Element.
Cremation.	With an acoustic active, in its wave, activate heat pump with an increase in heat, turning the fire into a bright blue. Increased damage by 2 per turn but targets must roll a D4 for the amount of turns they burn. Cannot be active with a refrigeration command. One day cooldown. 	+3 to limit	One turn
or 
5 minutes	
Visual Size Comparisons
			
== NEURAL BLACK BOX PROGRAM ==
==== NBB-1 Commands ====
NBB-1: Also known as Neural Black Box Mark I. This program specializes in information-gathering while cloaking oneself from detection through hacking-based methodologies and creating a high-resolution mental network, interconnecting other minds as well as existing technologies. All manners of this program have a limited time and range in usage with several steps for activation, relying on the CPU which is the organic brain. The higher the concentration (represented with INT rolls), the more improved outcomes for commands.
How it affects the world: Being purely technological and physical-based, the energy that is emitted from the NBB-1 Program cannot form through existing solid or liquid matter, only through gases. Energy that forms from this is signal, electrical, and some physical matter formed from the body of the fae. When the limit is maxed out, the user will feel a headache.
Fae-Touched appearances with this program sports dark grey skin tones and when their marks glow, they appear as purple. Their hair usually being darker violets, dark greys or white.
Concentration can only be broken when the user experiences electrical shocks or a heavy emotional thought influences them. This is why fae with this program are trained not to feel.
===== NBB's Recovery =====
+1 Duration	Will feel dizziness and must roll INT D20 saving throw above 10 to keep concentration. If it fails, all commands stop.
+2 Duration	Will be in tremendous mental pain and vision becomes impaired. Must roll INT D20 saving throw above 15 to keep.
+3 Duration	Will feel like fainting. Hearing is gone. If the user rolls to continue with an INT D20 above 15, they die next turn.
===== NBB's Verbs =====
* Input: An access-based verb reliant on accessing technology of any kind to control, disable, and interfere with. To successfully input, the target must roll D12 to decide how difficult it will be to hack into the piece of equipment or network they control. The user must then roll an INT D20 and reach the set number or above to succeed.
* Output: A buff that allows the user to share their personal network with other humans, mutants, cyborgs, or droids. This allows quicker communication and allows the ability to transfer certain skills/perks temporarily. Requires targets to be input.
* Network: A verb related to the user's personal network which stores information and shareable skills.
===== NBB's Limit Improvement =====
* At INT+0 or less, the chain limit max is 3.
* At INT+3 or more, the chain limit max is 4.
NBB Commands
Program	Type 	Command Prompt	Effect 	Limit 	Duration 	Visual
NBB-1 	 	 	 	 	 	
NBB-1 	Emitter	Generate Network Element.
Access.	Activating this command sets the input verb on a target upon touch or utilizing a materialized wire that has a reach of 2ft. It does not harm anyone and acts as a method of transferring other command effects. 2 turns cooldown. A target can consensually allow to be inputted. 	+0 to limit	One turn
or 
5 minutes	
NBB-1 	Sense 	Generate Network Element.
Visual.	Activating this command allows the user to see all manners of possible input opportunities with tech equipment. INT rolling required. 2 turns cooldown. 	+1 to limit	Eight turns
or 
25 minutes	
NBB-1 	Sense 	Generate Network Element.
Upload/Download.	Activating this command allows the user to upload/download logs, memory, and information from a decide when a successfully input occurs. INT rolling required. This can be countered by a temporary firewall. 2 turns cooldown. 	+1 to limit	One turn
or 
5 minutes	
NBB-1 	Sense 	Generate Network Element.
Override.	With a successful input on a target, the user can control the technology with its set functions, disable, or short-circuit it if it has electrical functions. INT rolling required. 2 turns cooldown. 	+3 to limit	One turn
or 
5 minutes	
NBB-1 	Emitter	Generate Network Element.
Surge.	With a successful input on a target, the user can instead electrocute the target, paralyzing them for their next turn and dealing 1 damage. INT rolling required. They do not need equipment to electrocute. 1 turn cooldown. 	+3 to limit	One turn
or 
5 minutes	
NBB-1 	Sense 	Generate Image Element. Record.
Visual.	Activating this command allows the user to record what they are seeing which they can then upload into other devices. Output can share the video imagery directly to other characters eligible. 	+1 to limit	Eight turns
or 
25 minutes	
NBB-2 	 	 	 	 	 	
NBB-2 	Sense 	Generate Network Element.
Cloud.	The user casts this command to open their network but it must be constantly active to allow other commands related to influencing network. 1 day cooldown. 	+1 to limit	Eight hours	
NBB-2 	Sense 	Generate Network Element.
Memory.	With those biologically input to the user can have a temporary link set to have images and vocal audio shared between everyone connected in a network. The limit to connect is 6 brains in total. The user can choose a single perk from the main SSE perk list (not counting perks that require special body parts like eldritch) any person connected to the network and allow everyone to utilize it, bypassing block stat limitations. 1 day cooldown. 	+2 to limit	Eight hours	
NBB-2 	Emitter	Generate Network Element.
Virus.	With a successful input on a target, the user can create a specialized materialized virus which forms multiple wires that can entrap the target. If a wire is cut, the trapped target receives an additional +1 to the damage of said physical attack. Three wires form in total for each target that had a successful input. The trapped target must roll a strength 15+ to break free and it lessens to 10 if they have two wires, 5 for one. 3 turns cooldown.	+0 to limit	Eight turns
or 
25 minutes	
NBB-3 	 	 	 	 	 	
NBB-3 	Emitter	Generate Network Element.
Backup.	As a last resort, when one is about to die, the user can upload their entire consciousness as well as kept information and spawn a materialized black cube which can be collected to be transferred into a computer or droid. This can only happen once and will kill the biological character. 	+4 to limit	 	
Visual Size Comparisons
			
== ORGANIZED GENETIC MODIFICATION PROGRAM ==
==== OGM-1 Commands ====
OGM-1: Also known as Organized Genetic Modification Mark I. This program supports several commands related to utilizing specific self-applied genetic alterations to ones body via commands, processing advantages (as well as weaknesses) from different species and augmenting similar physical traits from such choices; capable of limited applications with flesh generation as well. All manners of this program have a limited time and range in usage with several steps for activation, relying on the CPU which is the organic brain. The higher the concentration (represented with INT rolls), the more improved outcomes for commands.
How it affects the world: Being purely technological and physical-based, the energy that is emitted from the NBB-1 Program cannot form through existing solid matter, only through gases and non-threatening liquid. Energy that forms from this is physical matter formed from the body of the fae. When the limit is maxed out, the user will feel a headache.
Fae-Touched appearances with this program sports light pink skin tones and when their marks glow, they appear different shades of red or yellow. Their hair usually being any sort of color due to the flexibility of genetic alteration.
Concentration can only be broken when the user experiences electrical shocks or a heavy emotional thought influences them. This is why fae with this program are trained not to feel.
===== OGM's Recovery =====
+1 Duration	Will feel dizziness and must roll INT D20 saving throw above 10 to keep concentration. If it fails, all commands stop.
+2 Duration	Will be in tremendous mental pain and vision becomes impaired. Must roll INT D20 saving throw above 15 to keep.
+3 Duration	Will feel like fainting. Hearing is gone. If the user rolls to continue with an INT D20 above 15, they die next turn.
===== OGM's Verbs =====
* Flesh: A counter of flesh that the user can spend to create different shapes and forms. The count limit is 5.
* Draugr: A 
* Blood Spurt: A verb 
===== OGM's Limit Improvement =====
* At INT+0 or less, the chain limit max is 1.
* At INT+3 or more, the chain limit max is 3.
OGM Commands
Program	Type 	Command Prompt	Effect 	Limit 	Duration 	Visual
OGM-1 	 	 	 	 	 	
OGM-1 	Emitter	Generate Muscle Element.
Tendon.	Activating this command sets the Flesh verb count by +1. Forms a forearm-length-long extra pound of flesh over the user's limb of choice. 	+1 to limit	One turn
or 
5 minutes	
OGM-1 	Emitter	Generate Muscle Element.
Stem.	Activating this command sets the Flesh verb count by +2. Forms two forearm-length-long extra pounds of flesh over the user's limb of choice.	+2 to limit	One turn
or 
5 minutes	
OGM-1 	Emitter	Generate Muscle Element.
TBA.	 	 	 	
OGM-2 	 	 	 	 	 	
OGM-2 	Sense 	Generate Form Element.
Cheetah.	When the user inputs this command, they use 4 Flesh to form their legs to be similar to that of a cheetah. They can run at incredible speeds, almost as fast as the actual cat. +8 MVT speed. 
* As a downside, the user will struggle to breathe while running. If they hold their breath for more than three turns, they will likely die. This can be alleviated with the correct equipment.	+1 to limit	One Hour
or
Eight Turns	
OGM-3 	 	 	 	 	 	
OGM-3 	Emitter	Generate Form Element.
Tardigrade.	When the user inputs this command, they use max Flesh to form their entire body into a tardigrade, forming a tough cuticle exoskeleton. This allows them to survive most extreme situations temporarily, which includes exposure to extreme temperatures, radiation, and even outer space—1-day cooldown. 
* As a downside, the user will require to keep hydrating themselves with water each turn and their limit will stay maxed.	+3 to limit	Six Turns	
Category:Technology
Category:Dice System
Category:1E - First Edition