By Tim Earnshaw (shaith@dlcwest.com)
Botches with this discipline can have a number of nasty effects: rejection of a meshed part, the device short circuiting, malfunctioning, even overloading the user, not to mention electrical arcs and such. This should give all you sadistic Storytellers out there alot of fun things to play with *grin* considering what all that could do to the user itself.
The player rolls Intelligence + Science difficulty 7; each success grants 1 extra dice for use in technological related rolls, be it repair or usage. The dice may be spread out or used in a single roll; however the power only lasts one scene, and may only be attempted once per scene. This power however may not be used on devices that have been "Cybernetically Meshed" to you already.
The player spends a blood and touches the sensory device, then rolls Perception + Science (difficulty 6), 1 success = 1 turn, 2 successes = 1 hour and 3+ successes= 1 night that the player may switch her senses from her normal ones to that of the device. In cases of infrared, UV and radio wave perception the target adds her science rating to her perception, in magnification of sound and sight etc, the bonus the device would give.
The character places a piece of technology or device over the area to be meshed, spends 1 blood point and rolls Stamina + Science (difficulty 8) to mesh the part. 1 success will have the area look like its had the device stuck in, 2 that the flesh has melded with the device but still biomechanical, 3 discoloration and a strange texture, 5 a perfect blend. The device or part will still require batteries or other charge it normally requires to work. You may need to lug around a battery pack or such for some things. Of course you can always mesh them along as well (;. The same roll is used to remove the hardware from your body at difficulty 6. The device is still obvious while in use: a D tray will still flip out, or monitor, a laser eye will still look mechanical etc while it is active.
To create a link between the user and a meshed device she must spend one blood point and roll Willpower (difficulty 7). For computers and related devices the difficulty to use it, interlink with other computers and hack etc. are +1 dice per success. However, the bonus is not in effect when simply using a computer or link etc. that is not meshed to you. Essentially you can use the device much more quickly and with more skill, as well as artificially giving you a photographic memory provided you still do the rolls for data retrival and sending an image seen to the computer. For linked laser sights to the eye etc. infrared devices, electronic weapons, the device instead may automatically be activated or deactivated at no cost, as well as giving bonuses where applicable ie thermal sensors have a perception of 8. A user with perception 3 could actually boost hers to 8 with spending a blood point etc. Weapon targetting would go down -2 difficulty to a minimum of 4 etc. The character should record all devices meshed and linked to her, as well as the bonuses etc given by them.
For reshaping devices meshed and or linked, the user must spend 1 blood point and roll Dexterity + Medicine (difficulty 7). Each success when used to create a a blunt or sharp weapon gives the user an extra dice of damage when using it in combat, or minor shape alterations for 1 success to complete shape/size change for 5. The area altered itself will look biomechanical, with various patterns of circuits etc on its surface. Only simple weapons may be created this way and damage from them is considered normal (Although an ST may rule at 5 successes the weapon can do aggravated though with less dice, use your imagination). For non-meshed devices the player spend a blood point and rolls Strength + Science (difficulty 8), with the same results as above. With enough time and effort the user may be able to create new jacks, plugs, drives and other physical improvements.