Thaumaturgy: Path of the Brass Gear

## Powers

### Level 1: Analyze

Mortals are constantly developing new innovations, and any vampire who would work The path of the Brass Gear must be able to understand that upon which he practices his magic. The most basic power of this path allows the thaumaturge to project his perceptions into a device, granting him a temporary understanding of its purpose, the principles of its functioning, and its means of operation. This does not grant permanent knowledge, only a momentary flash of insight which fades within minutes.

**System:** A character must touch the device in order to apply this power. The number of successes rolled determines how well the character understands this particular piece of equipment. One success allows a basic knowledge (on/off and simple functions), while three successes grant competence in operating the device, and five successes show the character the full range of the device’s potential. The knowledge lasts for a number of minutes equal to the character’s Intelligence.

### Level 2: Disruption

It is usually easier to destroy than to create, and sensitive machines are no exception to this rule. Disruption is used to cause a device’s power supply to surge, damaging or destroying the target. Disruption cannot be used to directly injure another individual, although the sudden destruction of a prosthetic limb or an Airship’s fuel system 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:

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Large enough systems, such as a buildings heating system or a passenger airship, impose a +2 to +4 difficulty (at Storyteller discretion) to affect with this power. Additionally, some systems, such as those used by the military, 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.

### Level 3: Encrypt/Decrypt

Security is a paramount concern of governments and corporations alike. Those thaumaturges who are savvy enough to understand the issues at stake have become quite enamored of this power, which allows them to scramble a device’s controls mystically, making it inaccessible to anyone else.

**System:** The character touches the device that he wishes to encrypt. The player rolls normally. The number of successes scored is applied as a difficulty modifier for anyone who attempts to use the protected equipment or access the scrambled information without the assistance of the character. The caster can dispel the effect at any time by touching the target item and spending a point of Willpower. This power may also be used to counter another thaumaturge’s use of Encrypt/Decrypt. The player rolls at +1 difficulty; each success negates one of the “owner’s.” The effects of Encrypt/Decrypt last for a number of weeks equal to the character’s permanent Willpower rating.

### Level 4: Remote Access

With this power, a skilled thaumaturge can bypass the need for physical contact to operate a device. This is not a form of telekinesis; the vampire does not manipulate the item’s controls, but rather touches it directly with the power of his mind.

**System:** This power may be used on any clockwork device within the character’s line of sight. The number of successes rolled is the maximum number of dice from any relevant Ability that the character may use while remotely controlling the device. (For instance, if Fritz has Clockwork 5 and scores three successes while using Remote Access on a telegraph, he can only apply three dots of his Clockwork rating to any rolls that he makes through any use of the power.) Remote Access lasts for a number of turns equal to the number of successes rolled, and can only be used on one item at a time. If an item is destroyed while under the effects of Remote Access, the character takes five dice of bashing damage due to the shock of having his perceptions rudely shunted back into his own body.

### Level 5: Synchronize

A progressive derivation of Remote Access, Telecommute allows a thaumaturge to project her consciousness into a device which she has created herself. While her consciousness is inside of one of these devices she is blind and deaf to the world around her physical body but can sense through the object as if she were there. Furthermore she can use other powers of the Path of the Brass Gear but must receive at least 5 successes to use any other paths. The number of successes determines what disciplines you may use through the device. Any items accessed in this way must have been made by the Thaumaturge, she can only have as many accessible items as she has permanent willpower points. In order to allow access to a new item she must lose remote access to one of her previous items. This power does not deactivate during the day, but you must make a roll to stay awake (pg. 262). If the device is destroyed while you are connected to it, you take 8 dice of lethal damage which can be soaked as normal.

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## New Rituals

### Level 1: Remote Sentry

Whenever you use a Path of Brass Gear power on a device, you can leave behind a remote sentry. By spending 3 actions during or after the use of any Path of The Brass Gear power (instead of the normal ritual casting time), you automatically gain sympathetic familiarity with the device for the next 30 days. In addition, you will receive a psychic notification each time someone attempts to use it during that time period, though you will not know who that person is.

You can have a number of active Remote Sentries equal to the number of dots you possess of the Clockwork skill. If you make a Digital Sentry that would take you above this limit, the oldest Remote Sentry you have active is rendered inert and you immediately lose familiarity with the object that contained it.

### Level 2: Clockwork Blitz

A device goes haywire when this ritual is cast. It takes effect instantly and lasts as long as the vampire concentrates on it. This ritual may be used to kill airship engines, cause gas lights to flicker and go out, drain the battery of an automaton, stop guns from firing, make radios give only static, et cetera. Essentially, Clockwork Blitz stops any machine more complex than a rope-and-pulley. The thaumaturge must have a scrap of rusted metal in her possession for this ritual to work, though some vampires use a variant that requires a knot steeped in human saliva to be untied.