Monday, November 10, 2008

Natural Technological Genius (New Psionic Power)

(this is a modification of the Natural Mechanical Genius as found in the 2nd Edition core After the Bomb book)

Range: Special
Duration: Unlimited
Minimum ME: 10
Saving Throw (Reliability): 25% +5% per level
Cost: 10 BIO-E

Much like the Natural Mechanical Genius, this character has an uncanny affinity for computers and electronic devices. Instead of having to study skills like Computer Operation, Computer Repair, and Basic Electronics, the character just senses what is wrong with electronic devices. The devices seem to respond to the character's presence and attention and begin operating again at 100% reliability. Better yet, this character seems to be able to fix problems by just being near the device or with any spare electronics parts that are handy.

But with all things there is a down side. The "fixed" devices only seem to continue running properly as long as the psychic stays within 250 feet (76m) of them. As soon as the psychic leaves, the device is likely to break down again (75% chance; roll once every 30 minutes of use). Even if the device continues to work it won't work as smoothly or effectively (slow file access, strange noises, programs become unresponsive) as when the Natural Technological Genius is around.

Because their work breaks down after they leave, Technological Geniuses tend to have a bad reputation. Ironically, characters with this power believe they do superior and permanent repairs, and can not be made to believe that their handiwork is due to some psychic link between them and devices they fix. Thus, they blame others for "mistreating" the computers, radios, and other electronic devices they "fix".

NOTE: Unlike the Techno-Mind, this character cannot communicate directly with these devices. Also, just like the Natural Mechanical Genius, after the Genius has performed a half dozen "repairs" on the same device, it becomes completely dependent on the psychic character to work. After the sixth repair, 2D6 minutes after the character leaves, the device will blow have a meltdown, disabling the device, and requiring a real technician or engineer to completely rebuild the device. Making maters worse, for all the Geniuses work, all future repairs will be done with a -20% skill penalty and take 1D4 times longer than normal.

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