1 use Tinkering
STRONKER
Knowledgeable: gatekeeper/pentapod civilisation (to the extent discovered)
Out of combat, you may meld your mind with an active or inactive mechanical or computer system in order to discover its secrets.
In or out of combat, you may meld your mind completely with an active or dormant mechanical or software system in order to communicate with it.
Lasts 60s, +60s if you take a severe injury, you are unconscious for the duration.
Call TIME FREEZE if done in combat
With 10s of roleplay, can activate a dormant Gateway, to either:
Synchronise - the Gateway becomes aware of and connected to any Gateway that you are aware of and it is not. You become aware of the location of any connected Gateway that this Gateway knows of that you do not.
Delete - you may remove the knowledge of one Gateway from this Gateway. It is no longer connected to it.
Initialise - a dormant Gateway becomes active and reconnects to any Gateway it is aware of.
with 10s uninterrupted roleplay, YOU: PUSH or YOU: PULL on any inhabitant of a pentagonal crypt
For crypt guardians:
Out of combat, you may ask the GM to describe the commands that an inorganic entity operates by.
These should be three straightforward rules (e.g. “attack all intruders”, “intruders are identified by blue keys”, “sound alert when you are damaged”).
You may use Tinkering to modify the commands that an inorganic entity (an enemy, a system, or otherwise) operates by.
If the Tinkering is a success, you may change or introduce 3 words to its instructions.
If it is a perfect success, you may change or introduce 5 words.
This permanently alters the system being worked on.
1/mission, polymorph into a creature you just harvested, until you lose all the hits it would have.