30) Gremlins [Spirits]: The bane of every Technomancer's existence, these tiny tinkerers gained infamy during the Industrial Revolution and world wars, though members of the Order of Reason have felt their touch since the Sorcerer's Crusade. Squat, ugly little gnomes, Gremlins understand machines just as well as their inventors...in particular, how they malfunction. Modern technologist mages (especially the Technocracy) tend not to see the creatures in action, but every once in a while they catch a glimpse. In the off chance one is caught in the act (usually when the mage has opened their machine up and dug deep), Gremlins either dive deeper into the works, smashing as they go, or pull out wrenches and attack. Poor physical threats at best, Gremlins are at their most dangerous when they gum up the works, causing the devices to stall or backfire at the worst possible moment. Often the best a mage can hope for is to repair the damage and wait for the backlash duration to expire.
31) Ghost In The Machine [Spirit]: Related to the above, the Ghost in the Machine focuses itself more on cybernetics and IT hardware. A digitized entity, the Ghost enters the systems of mages, carving out memory space for itself. It hopes to take over eventually, hijacking the hardware for its own use. While this can be inconvenient if it infects a separate computer, or mildly alarming if it controls a robotic limb, the Ghost is truly frightening for those with Brain Implants. The Ghost will assault the Mage with horrific hallucinations, mood swings, and muscle spasms. Some poor bastards have had their whole bodies hijacked for a time (treat it like fighting off a normal Possession). How the Ghost acts depending on what hardware it controls, and the disposition of the mage, though the Nature of Machine is most common.
There are scattered legends of Virtual Adepts (and even Technocrats) who parlayed deals with these recalcitrant intruders, and forged Familiar pacts with them. Whether these were actually Paradox manifestations (and, if so, if they remained Paradox Spirits) is unknown, as no one can speak with more certainty than the mage being "a friend of a friend".
31) Ghost In The Machine [Spirit]: Related to the above, the Ghost in the Machine focuses itself more on cybernetics and IT hardware. A digitized entity, the Ghost enters the systems of mages, carving out memory space for itself. It hopes to take over eventually, hijacking the hardware for its own use. While this can be inconvenient if it infects a separate computer, or mildly alarming if it controls a robotic limb, the Ghost is truly frightening for those with Brain Implants. The Ghost will assault the Mage with horrific hallucinations, mood swings, and muscle spasms. Some poor bastards have had their whole bodies hijacked for a time (treat it like fighting off a normal Possession). How the Ghost acts depending on what hardware it controls, and the disposition of the mage, though the Nature of Machine is most common.
There are scattered legends of Virtual Adepts (and even Technocrats) who parlayed deals with these recalcitrant intruders, and forged Familiar pacts with them. Whether these were actually Paradox manifestations (and, if so, if they remained Paradox Spirits) is unknown, as no one can speak with more certainty than the mage being "a friend of a friend".
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