Teleinformatics

# Interview

Teleinformatic
abilities that boost an agent’s interviewing skills are what most people think
of as psychic powers. Rather than boosting an agent’s own abilities, these
powers can read the information from other people’s minds. The highest echelons
bridge the barrier between mind and matter to get a suspect to spill his guts.
Though she picks up the mental echoes of other people’s minds, affecting those
minds is significantly harder, broad attacks wielded without finesse. Unlike
psychics in books or on television, she cannot guide or sway a person’s
thoughts. She makes up for that with sheer mental force, directing crushing
emotional pressure against her suspects.

## • Just One More Thing

There’s
always one question that a suspect doesn’t want anyone to ask. An interview is
a stressful time, and that question bubbles up to the surface of the suspect’s
thoughts. If the agent concentrates, he can listen out for a phrase in his
mind’s ear, along with an empathic twinge of guilt.

When he hears
it, he knows just what to ask.

Cost: 1 point
of bashing damage

Action:
Instant

Dice Pool:
Teleinformatics + Subterfuge

Roll Results

 Dramatic Failure: The agent hears something
along with a pang of guilt, but he’s not hearing it from the suspect. The
Storyteller should give her two or three words relating to a guilty secret of
another character in the same area. Further rolls to interview the suspect
suffer a -2 modifier.

Failure: The
agent doesn’t hear anything useful.

Success: The
agent hears two or three words, but it’s up to him to work them into a
question. The Storyteller should furnish the character with a two or three word
prompt. Any roll involving questioning the suspect on that subject gets an
additional +2 bonus.

Exceptional
Success: The agent hits just the right question. The bonus increases to +3.

## •• Polygraph

Sometimes,
asking the right question isn’t enough. By tuning in to the same frequency as
her suspect, an agent can read the emotions straight from the surface of his
target’s mind. While it’s hard to direct an interview based just on the
subject’s emotional state, listening out for specific instances of guilt and
shame when asking questions or stating how the agent believes things happened
is a damn fine way to detect a witness’s lies.

This power is
used to enhance an Interrogation task. The agent using this power enhances his
ability as the interrogator.

Cost: 1
Willpower + 1 point of bashing damage

Action:
Contested; resistance is reflexive

Dice Pool:
Teleinformatics + Persuasion vs. target’s Stamina + Resolve

Roll Results

Dramatic
Failure: The agent misreads his subject, seeing guilt when none is really
present. He suffers a -1 modifier on his first roll, a -2 on his second, and so
on until the interrogation is over.

Failure: The
agent doesn’t tune in to his subject’s emotions.

Success: The
agent senses spikes of guilt, fear, and shame — or deceit, or even pride.
Whatever he senses, he knows how it relates to the questions he asked. The
character gains a bonus to all Interrogation rolls equal to the successes
gained over the subject. This bonus lasts for the rest of the scene. This bonus
is doubled on any Subterfuge or Empathy rolls meant to sniff out a lie.

Exceptional
Success: The psychic interrogation provides a paroxysm of pleasure: the
character regains the spent Willpower.

## ••• Synchronization

 VASCU psychics go beyond just reading emotions
and snippets of thought. The agency maintains a number of empaths, people who
can read a subject’s mind so thoroughly that they share the subject’s thoughts
and memories. In effect, the agent makes a copy of the subject’s mind within
his own.

It’s a
dangerous process, but the easiest way to get answers from dangerous slashers —
including “Why did you kill them?” and “Where are the missing children?” Due to
the effects of a dramatic failure, the Storyteller should make the roll for
this power.

Cost: 1
Willpower + 1 point of lethal damage

Action:
Instant

Dice Pool:
Teleinformatics + Empathy minus subject’s Resolve

Roll Results

Dramatic
Failure: The agent gets in synch with her suspect’s mind, but a part of her
target lurks within her mind even after the contact is over, biding its time
until it takes control of the agent. The agent maintains contact initially as
if she had rolled three successes. Every day over the course of the following
week after the contact is made, the Storyteller should roll the target’s
Presence + Resolve in an extended action.

Once the
Storyteller rolls more successes than the agent’s Resolve + Composure, the
target’s mind takes control of the agent’s body for one day per dot of the
target’s Willpower. When the target is in control, the player has two options.
She may relinquish control of her character to the Storyteller for the
duration, so as to remain ignorant of whatever her character has done.
Alternately, the Storyteller and player may work together so that the player
can portray the “possessed” agent.

Failure: The
agent can’t get synchronized with the subject’s mind.

Success: The
agent copies the subject’s mind. Each success gives the agent enough time to
answer one question posed by herself or another character. The Storyteller
should provide the answer, along with enough context for the answer to make
sense. In between questions, the agent experiences life as the subject does.
She suffers the same negative modifiers as the suspect, as well as any
derangements that the suspect possesses. The “copy” of the slasher’s persona
exists for a number of hours equal to the slasher’s Resolve score. During this
time, the character may experience certain elements of the slasher’s persona,
even down to physical maladies (if the slasher has an atrophied left arm, the
agent’s own arm may grow rigid and useless — not atrophied, but physically
without much use during that time).

Exceptional
Success: In addition to the effects of a success, the agent can attempt to
record one Skill that the subject possesses. His player “trades in” a number of
successes on his roll equal to the rating of the Skill he wants to borrow.

The
“borrowed” Skill lasts for a number of hours equal to the slasher’s Resolve
score; if the agent doesn’t have any dots in that Skill herself then her rolls
using it do not benefit from 10-again.

## •••• The Talon

Focusing her
power, the agent disrupts her target’s thoughts. She focuses on a point or
talon slowly pressing into her victim’s head. It seeks out sources of guilt and
shame, flaring those emotions without any stimulus. The attack scares its
target, making him more liable to tell the truth when the agent asks a
question.

 Cost: 1 point of lethal damage

Action:
Instant

Dice Pool:
Teleinformatics + Intimidation minus subject’s Composure

Roll Results
Dramatic Failure: The talon rebounds from the target’s mind and embeds itself
in the agent’s mind. Her rolls suffer a -2 modifier for the remainder of the
scene.

Failure: The
agent can’t focus clearly enough to manifest this power.

Success: The
point of pressure works its way through the target’s mind. Each success on the
activation roll inflicts a -1 penalty on any Mental or Social rolls that the
target makes (to a maximum of -5). This penalty lasts until the end of the
scene. If the agent makes a show of using this power in an interrogation, she
gains two bonus dice on related rolls.

Exceptional
Success: The talon pricks the subject’s pain centers on its way through his
brain. In addition to the effects of a success, the target takes two points of
bashing damage.

## ••••• Tactical Co-Ordination

Some VASCU
agents develop incredible telepathic abilities. By developing a working
duplicate of their teammates’ minds, this allows them to predict what their
allies will do. She can use this duplicated mind model to communicate with her
teammates. Some agents liken the effect to rumors of “twins’ telepathy,” though
nobody’s yet demonstrated that effect to anyone’s satisfaction.

These agents
are too useful for VASCU to leave behind. Rumor has is that one such agent had
his brain transferred to a life-support system because his cell was too used to
their instantaneous communication. The dice pool to activate this power is
reduced by one per character that the agent wishes to network, excluding
herself.

Cost: 1
Willpower + 1 point of lethal damage

Action:
Instant

Dice Pool:
Teleinformatics + Brawl -1 per other agent

Roll Results

Dramatic
Failure: The agent’s mental models intermix, sending the wrong signals to the
wrong minds. Every agent that would have been linked suffers a -2 modifier to
all rolls from psychic static until the end of the scene.

Failure: The
agent cannot link her allies’ minds.

Success:
While the agent focuses, her team benefits from her network. Members can
communicate instantly and silently as a reflexive action. Like using radios,
all members of the mind-link can hear anything that another linked mind “says.”
In addition, the team can share their Skills. Any time an agent needs to make a
roll, she gains a +1 bonus for every member of the link who possesses the same
Skill at a higher rating.

The link
works in a radius of 50 yards per dot of Willpower centered on the agent using
this power, and lasts for five minutes per success or until the agent loses
consciousness. The level of concentration required to maintain the link means
the agent cannot apply her Defense on the turn that she activates this power.

Example:
Agents Partridge, Quire, and Rooney are participating in a mental link.
Partridge is cornered by a slasher. As he’s not a full agent, Partridge isn’t
used to his own gun — he’s only got one dot of Firearms. Fortunately, Quire
spends his time off at the range (Firearms 2) and Rooney’s been through full
Special Agent training (also Firearms 2). Partridge makes his roll with a
two-dice bonus.

Exceptional
Success: The agents’ minds link together smoothly. The psychic doesn’t lose her
Defense when activating the power, and the link remains up for the duration
rolled even if the agent is unconscious — as long as she’s still alive.

# Investigation

Investigatory
abilities heighten an agent’s ability to read a crime scene — or any location —
and understand what happened there. All Investigation powers rely on pure
information processing rather than actually sending an agent’s senses through
time. As such, while she may pick up on hints and evidence that she’s not
consciously recognized, if there’s absolutely no evidence of something
occurring at a scene then she will not know that it happened. Note that this
limitation is rare — modern forensic science demonstrates that it’s nearly
impossible to destroy all evidence without leaving a trace.

## • Psychometry

By holding an
object in his hand, an agent can understand both its form and its function. He
can tell the specific brand of a condom, knows if a briefcase has a hidden
compartment, and instinctively understands when someone last fired a gun. His
ability doesn’t limit itself to man-made objects — while dipping his finger in
a pool of blood won’t give him the victim’s name, he knows her blood type, and
will instinctively know if he ever encounters it again.

Likewise, he
can match fingerprints between two objects through this power, rather than
waiting for a crime-lab. Using this power requires an agent to make skin
contact with the object, potentially destroying any fingerprints and polluting
DNA evidence.

He suffers a
-1 penalty for every point of Size that the object has above 2.

Cost: 1 point
of bashing damage

Action:
Instant

Dice Pool:
Teleinformatics + Crafts

Roll Results

Dramatic
Failure: The agent wipes all psychic traces from the item. He doesn’t read
anything from the item and cannot use this power on it again.

Failure: The
agent gets nothing from the object.

 Success: The agent understands what the object
is and when it was last used for its intended purpose. The Storyteller should
furnish any relevant details, which may provide a +2 bonus to later
Investigation rolls. If he uses this power on two objects carrying the same
person’s fingerprints, he knows that they were used by the same person — but
not who that person was. He can’t just shake the guy’s hand to confirm his
suspicion.

Exceptional
Success: The agent’s instinctively understands the object. If he comes across
another of the same type — blood from the same person, a used condom of the
same brand — while using any other Teleinformatics power, he automatically
knows that the two items are related.

## •• Scene Read

Sometimes,
VASCU doesn’t have time for forensic examiners to comb every inch of a scene.
When a serial killer snatches a girl, every second is a second he could use to
butcher her and the agent needs clues fast. A psychic with this ability
unleashes her stress on the scene, mentally browbeating it like she would a
suspect who didn’t talk.

 Using this power replaces the standard roll
for examining a crime scene with an Instant action.

Cost: 1 point
of bashing damage

Action:
Instant

Dice Pool:
Teleinformatics + Investigation Roll Results

Dramatic
Failure: The agent studies the scene, but jumps to the wrong conclusion before
she hears everything.

Failure: The
agent gets nothing from the area. She’ll have to comb the scene manually and
hope she’s still got time.

Success:
Though the agent only appears to glance around the scene, she has a basic idea
of what’s going on. The Storyteller should give her the same information as if
she had rolled half the necessary successes to examine a crime scene. She
cannot use this power twice on the same scene.

Exceptional
Success: While this power doesn’t replace forensic analysis, the agent knows
everything that the scene has to tell her. The Storyteller should give her all
available information.

## ••• Speed of Thought

Though the
agent’s body is as slow as ever, his mind works at inhuman speeds. He’s
hyper-aware of everything, from the way the loose floorboard behind his left
foot stops before it’s fully bent — indicating something underneath it — to the
tensing of a slasher’s tendon right before he pulls the trigger.

Other people
who see him dodge bullets or instinctively uncover a serial killer’s storehouse
of bodies may wonder if he’s precognitive, but the hunter’s just working the
scene as fast as his mind allows.

Cost: 2
points of lethal damage

Action:
Instant

Dice Pool:
Teleinformatics + Athletics

Roll Results

Dramatic
Failure: The agent’s enhanced senses overwhelm him for a second. He cannot take
any action on this turn, and his Defense is halved against incoming attacks.

Failure:
Despite his enhanced reaction time, the agent just can’t process everything
coming at him fast enough to make a difference.

Success:
Starting with the next turn, the agent adds his Teleinformatics dots to his
Initiative. He may also use the higher of his Dexterity or Wits as his Defense.
As a final bonus, he can apply his increased Defense against firearms attacks.
This effect lasts for one turn per success (maximum 5), and can only be used
once per day.

Exceptional
Success: The character overrides his body’s limits. Increase his Speed by his
Teleinformatics dots for the duration of the effect.

## •••• Postcognition

It doesn’t
matter how well you describe a crime scene or reconstruct what happened, it’s
not the same as witnessing the crime. Without seeing what happened, an agent
possesses only knowledge without understanding. With this power, she creates a
model of the crime that’s as real to her as was to the people there.

She’s there,
able to “play back” the crucial five minutes about which she has most evidence,
in order to see what really happened. The agent must be present at the scene or
at a faithful reconstruction to use this ability. The Storyteller should make
the final roll for this power.

Cost: 1
Willpower + 1 point of lethal damage

Action:
Instant

 Dice Pool: Teleinformatics + Science

Roll Results

Dramatic
Failure: The agent synthesizes the information presented and comes up with
something wildly off-base. The Storyteller should allow the player to ask
between one and three questions to which she should supply erroneous or
misleading answers.

Failure: The
agent just can’t fit the pieces together. She’s wasted her time.

Success: The
agent reconstructs what actually happened, which runs back and forwards before
her eyes. The player may ask the Storyteller one question per success rolled,
which he must answer (within reason). Additionally, further Investigation rolls
regarding anything in the vision gain a +2 bonus until the end of the day.

Exceptional
Success: In addition to extra questions, the character notices something that
sheds new light on her investigation. The Storyteller should tell her
(unprompted) a significant detail or clue about which the player did not ask.

Suggested Modifiers

 +1 Agent spent significant time at scene (6 or
more hours).

-1 Agent spent less than three
hours at the scene.

-2 Agent only skim-read
forensics reports.

-2 Agent supervised evidence
gathering but did not sweep the scene.

-4 Agent is not at the scene
when using this power.

-4 Agent uses this power within
first hour at scene

## ••••• Hall of Mirrors

The logical
progression from investigating what did happen is investigating what might
happen. The agent withdraws into herself, shutting out the outside world until
she arrives in the Hall of Mirrors. The Hall is an alien chamber studded with
portals that shine like mirrors covered in a thin film of oil.

Staring into
one, an agent sees the future. Not what will definitely happen, but the most
likely cause of events based on everything that the agent knows, hopes, and
fears.

The visions
never show more than a week into the future. VASCU claims that the Hall of Mirrors
isn’t a real place. According to the top brass, the Hall is a shared
hallucination, an artifact of the human mind trying to extrapolate every
possible causal link and derive the most probable overall outcome.

The
explanation doesn’t hold water with agents who have been to the Hall. If it was
a shared hallucination, how come every agent who has been to the Hall describes
it exactly alike, down to the strange geometric pattern on the floor and minute
imperfections in each mirror? Some even claim to have seen other agents in the
Hall at the same time — even though they were half-a-world apart. The
Storyteller should make the final roll for this power.

Cost: 1 point
of aggravated damage

 Action: Instant

Dice Pool:
Teleinformatics + Occult

Roll Results

Dramatic
Failure: The agent sees a strange future that doesn’t sit right with her. The
Storyteller can declare that one of the agent’s actions in the next 24 hours is
a dramatic failure before the player rolls the dice.

Failure: The
agent makes it to the Hall of Mirrors, but none of the viewing portals show
anything but inky blackness.

Success: The
agent finds portals that show possible futures, and can see how they pan out
over the next few days and how they relate to her. Unlike other means of
telling the future, this power doesn’t hide the future behind metaphor, but
it’s very much the edited highlights — like the preview of next week’s episode
at the end of a TV drama.

The player
can “spend” her successes on this roll in two ways: first, she can re-roll one
action, keeping whichever roll she chooses; and secondly she may ask the
Storyteller one yes/no question relating to her immediate situation, which he
must answer. Any unspent successes are lost after 24 hours.

Exceptional
Success: The agent notices something affecting a cellmate in one of the
visions. She may spend a success to allow another player to reroll a single
action. That player chooses which roll to keep.

# Research

VASCU agents
who awaken research-based powers access information from a wide range of
sources, even when the agent’s miles from cellphone coverage. Whether the
agent’s capable of running a background check without touching a computer or
following a target using a hundred eyes, he can see whatever he needs.

 A statistically significant number of agents
who undergo the Wintergreen Process awaken research-based powers, as
Wintergreen’s original research was into ESP and accessing sources of
information. Those scientists Vanguard has tasked with improving the process
have noted the trend, but lack Dr. Wintergreen’s insights into the human brain.

## • Network

Agents who
can’t find what they need make pretty poor researchers. If they possess this
power, they know where to start looking. An agent concentrates hard on what she
wants to find — the power only works on inanimate objects, and she has to be
specific — and she knows where it is.

While it’s
useful for showing up the agent who forgets his car keys, the power has broader
applications: an agent with this power picks up clues from the surrounding area
as well as her memory. If she’s in a library, archive, or some other place
where information is stored according to some kind of pattern, she knows
precisely which shelf to go to, even if she’s never been in that building
before.

Cost: 1 point
of bashing damage

Action:
Instant

Dice Pool:
Teleinformatics + Academics

Roll Results

 Dramatic Failure: The agent misinterprets the
clues, sending her on a wild goose chase. Sometimes she wastes her time or the
power points her to places that she’d rather not be.

Failure: The
agent gets no clues as to what she’s looking for.

Success: The
agent knows where she needs to look. If she’s outside, or in the wrong
building, she

knows which
building to look in, out to a quarter mile radius. If she’s in the right
building, she knows what room to look in. If she’s in the same room, she
narrows her search down to a 10-yard radius. On the off-chance that she’s
looking for something reasonably common, like a specific brand of cigarette or
a specific make of gun in a firing range, she knows the location of the closest
instance of that item.

Exceptional
Success: The character knows just where to look. If she’s outside, she knows
which room in which building. If she’s in the same building, she knows to a
10-yard radius. If she’s in the same room, she knows precisely where her target
is.

## •• Deep Background

Even with
computers, background checks take time. Often, the first that a VASCU agent
learns about projecting her senses involves speeding up the process. Working
from a single piece of information — a photograph, a name, address, or license
plate, for example — she can trace back, digging up everything from criminal
records to bank details, credit reports, phone records, even down to individual
school report cards. As long as the agent has an Internet connection, she can
find whatever she needs.

The number of
successes required depends on the nature of information the agent wants to get.
For convenience, the five most likely sources of information are abstracted as
follows: criminal record (covers crimes committed, records of arrest, and
presence on sex offenders register), credit file (indicating the amount of
credit the subject has, along with the extent and nature of any loans), phone
records (all calls made from one phone line), bank records (details of
transactions, including ATM withdrawals with location), and medical records
(details of all visits to doctors and all treatment).

Each source
requires three successes on the roll, so requesting the suspect’s credit file
and bank records would require six successes. Each document covers the last
month unless the agent specifies otherwise. If an agent wants some other
information — educational records, or child protection records — it adds
another three successes to the total required.

Rushing
through distinctly different systems stresses an agent’s mind, and the more
time she spends engaged in background checks, the more damage she suffers.

Cost: 1 point
of bashing damage per roll

Action:
Extended (3-15 successes; each roll represents 30 seconds)

Dice Pool:
Teleinformatics + Computer

Roll Results

Dramatic
Failure: The agent follows a bad link, ending up with the wrong information —
not that she knows it at the time. Failure: The agent probes the records, but
can’t find what she’s looking for yet.

Success: The
agent recovers the records she’s after. The Storyteller should furnish her with
any pertinent information based on the records she searched for. Further
Investigation rolls against her target gain 9-again.

Exceptional
Success: Searching through the records turns something up that the agent wasn’t
looking for, but is even more helpful. The Storyteller should include an extra
source of information that the character didn’t request but that contains
something pertinent to the investigation.

Suggested Modifiers

 0 Agent has subject’s unique ID — social
security number, passport, etc.

-1 Agent has subject’s name,
address, and photograph, but nothing unique.

-2 Agent has some ID, but is
missing at least one piece.

-2 Subject used a false name.

-3 Agent only has name, address,
or license plate.

-4 Subject used a false identity
with its own unique ID.

## ••• Bookworm

The agent has
synchronized her mind with the vast amount of information available across the
world. She no longer needs to spend hours reading through books and case notes
in order to research her target. Instead, all she has to do is focus, and the
information comes to her unbidden. She has an instinctive understanding of just
about everything that’s available to the public, just waiting behind her eyes
for her to call upon it. Even restricted information is open to her, as long as
she has some token of her authority — her FBI badge, for example.

Cost: 1
Willpower + 1 point of lethal damage

The agent
automatically succeeds at any Academics or Occult based research action. She
gains a normal success on the action with no roll required. This power takes 30
seconds if the agent has some means close to hand that would help her carry out
the research normally — simply being in a library or holding a laptop computer
is sufficient.

If the agent
has no means of making a Research roll, or is accessing non-public information,
her automatic success takes two minutes. The agent loses her Defense for the
duration of this power.

## •••• Tag

The agent can
send her mind through any kind of network in order to follow a suspect. This
power isn’t the classic form of remote viewing — the agent co-opts anything
with a lens to act as her eyes, from a store’s CCTV to an ATM camera to the
dashboard camera in a cop car. With concentration, she can even use the eyes of
animals to help her out — while cats and rats are fair game, higher animals are
too complex. Though she may borrow their senses, the communication is strictly
one-way — the agent can’t exert any control over the animal. Most agents use
this power from a “backup” position, remaining in a safe location and tailing
the target. The target’s actions can be useful for building a psychological
profile or for getting access to the target’s records — using Deep Background
on a target that an agent has followed with Tag receives a two dice bonus.

Cost: 1 point
of lethal damage, optionally 1 Willpower

Action:
Instant Dice Pool: Teleinformatics + Streetwise

 Roll Results

Dramatic
Failure: The agent follows someone who looks like the target, rather than the
target. Any Investigation rolls made against the target suffer a -2 modifier.

Failure:
Despite her best efforts, the agent loses her target.

Success:
Using cameras as her eyes, the agent can follow her target without ever being
observed. She has to remain within 500 yards per dot of Teleinformatics, but
the agent doesn’t need any obvious connection to the target. Each success
allows her to follow her target for five minutes. Spending a point of Willpower
allows the agent to see through animals as well as machines. This is mostly
beneficial in rural areas without CCTV and every other person carrying a
camera-phone.

All rolls
made by the agent’s cell to track the suspect, or to create a psychological
profile or run a background check, gain a +2 bonus. The agent must concentrate
on this power. She can talk, but does not apply her Defense against incoming
attacks. Taking a Reflexive action, or receiving damage, requires the agent to
succeed in a Resolve + Composure roll. If the agent fails, the power ends
prematurely.

Exceptional
Success: The agent gets a good look at his suspect throughout the chase. If his
cell confronts the subject while this power is active, they automatically gain
surprise.

## ••••• Omnicompetence

An agent with
this ability can use the sum total of information in the world for more than
just background reading. Tactical manuals and weapon specifications give her an
understanding of how to shoot any firearm she can get her hands on. The combined
occult lore of everyone from Enki of Sumeria to Aleistair Crowley is there when
she needs it. She can instantly research any field that she requires, learning
in seconds what normally takes years of practice and dedication.

 Using this power, an agent can become an
expert in one field, or become the jack of all trades that her cell needs to
catch a particularly vicious killer.

When
activating this power, the player must choose whether he wants to increase just
one Skill, or one group of Skills (Mental, Physical, or Social). Increasing one
Skill costs one point of lethal damage — though the agent must possess that
skill in the first place. Increasing a group of Skills takes one point of
aggravated damage. This ability can only be used once per scene.

Cost: 1 point
of lethal or aggravated damage

Action:
Instant

Dice Pool:
Teleinformatics + Larceny

Roll Results

Dramatic
Failure: The character is overwhelmed with the sheer volume of information
available. All uses of Skills in the same category (even if the agent only
wanted to increase one Skill) suffer the penalty for untrained use.

Failure: The
agent can’t focus enough to increase his Skills.

Success: The
agent reaches out to the world’s supply of information, absorbing and
integrating everything that’s available. If the agent chose to increase one
Skill, he temporarily increases his rating in that Skill to five dots until the
end of the scene.

If the agent
chose to increase a group of Skills, he raises each Skill in that group to
three dots for the rest of the scene. If he already possessed three dots or
more in a given Skill, that Skill is unaffected. Each Skill increased by this
ability loses 10-again. The effects of this power last for a scene.

Example:
Agent Turner faces a bestial slasher who acts more animal than human.
Attempting to counter that, he opts to boost his Physical Skills with
Omnicompetence. He takes a point of aggravated damage and rolls a success.
Looking down his Physical Skills, he has Brawl 3, Drive 4, and Stealth 3. Those
Skills are unaffected. He rolls all his other Physical Skills as if he has
three dots in them, though he doesn’t re-roll 10s when using those Skills.

Exceptional
Success: The hunter retains some of the knowledge granted by this power even
after it ends. The player may immediately increase any one Skill affected by
this power with experience points. Note that this result doesn’t grant extra
experience points, just a chance to spend them in the middle of a story.