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Machine Telepathy

Power

Powers · p.130

Open source p.130

Sources: Psionic or Super. Focus: Digital Minds. This is the power to establish a mental link with a computer in order to communicate with or control it. It is to Digital Minds what Telepathy (Light); (p. 130) is to living minds, and is most often a hybrid power halfway between Electrokinesis and Telepathy (Psionic). It might instead be a bruteforce capacity to emit signals that override the normal operation of machines (Super). It only affects machines that have at least a rudimentary computer “brain,” and never affects living beings. Machine Telepathy TelecomTalent 5 points/level Machine Telepathy Abilities Channeling (Cyberspace); Detect, for Digital Minds, data transmissions, etc.; Invisibility, with Machines Only; Medium (Cyberspace); Mind Control, with Cybernetic Only; Mind Probe, with Cybernetic Only; Mind Reading, with Cybernetic Only; Mindlink, with Cybernetic Only; Obscure, against any Scanning Sense; Protected Power; Resistant, to any mechanical threat (e.g., nanomachines); Rapport, with Transferable, Digital Mind; Telecommunication (any but Telesend); and Wild Talent, with External and Focused (skills provided by a “friendly” machine). Those with Digital Mind can also take Duplication, with Digital; Mind Shield, with Cybernetic; Possession, with Digital. Afflictions are allowed, but must have Accessibility, Only on Electrical (-20%). The GM should interpret the effects of such attacks creatively; e.g., Daze puts the machine in “standby mode,” Seizure makes it go haywire, and Unconsciousness turns off the power. Power Modifier: Telepathy. The advantage belongs to the Machine Telepathy power. This modifier is usually Psionic (-10%) or Super (-10%).