>//TRANSCRIPT: M.A2_Recovered[UIB:::TERMAGANT]
>//TANGENT ROYAL CLEARANCE
>//checking…
>//TRC_ACCEPTED. OPEN DOC:::Y
>//BEGIN:::
CALIGULA: So what is it?
DOGFRIEND_68: i wish i could tell you, man, it just showed up on the terminal. whole thing in one ping — it’s like a fucking K or two EXB. tried to autofab but i shut it down jic
CALIGULA: Gotta be a joke from Ash — she’s trying to wavedown our rig again, don’t let it print.
DOGFRIEND_68: fuck no
DOGFRIEND_68: do u think i have a death wish
CALIGULA: Yes.
CALIGULA: Well, who’s it from? Who’s the author?
CALIGULA: Hello?
CALIGULA: [waiting.omif]
DOGFRIEND_68: uh
CALIGULA: Who?
DOGFRIEND_68: us
CALIGULA: Us what?
DOGFRIEND_68: it’s from our terminal — we made it
CALIGULA: Pretty sure I’d remember if I wrote 1-2k exabyte fabrication by myself.
DOGFRIEND_68: yeah except thats our code man, the hash lines up beaucop-sigma
DOGFRIEND_68: ok also BigMama is telling me we didn’t actaully get anything inbound which means its just been local but thats impossible, we don’t have that much storage
CALIGULA: Let me see the file
CALIGULA: It’s dated 15005U
DOGFRIEND_68: [lolfuk.omif]
CALIGULA: There’s an audio track buried in here. Should I play it?
DOGFRIEND_68: i wanna say no but fuck it i’m curious
>//TRANSCRIPT ENDS
At the start of the Lich's turn, set down a SOUL VESSEL at its current location (replacing any previous markers). 1/round, as a reaction when the Lich is hit by an attack, fails a save or check, or takes damage or Heat from any source (even itself), it may immediately gain IMMUNITY to all damage, heat, or conditions from that effect. It then teleports to the marker or as close as possible. The Lich can also take this reaction at the end of any turn, including its own, but if it does so it only teleports and does not gain IMMUNITY. It can't take this reaction if it is JAMMED, STUNNED, GRAPPLED, or unable to take reactions for any reason.
1/scene, in the round after the Lich has been destroyed, it may return to the location of its SOUL VESSEL as a reaction at the end of any turn. This counts as teleporting; additionally, the Lich appears with full HP, no Heat, 1 STRUCTURE and 1 STRESS (even if it had more when it was destroyed). If its pilot died in the same scene, they also return to life. If the Lich does not take this reaction in that round, it remains destroyed and the pilot remains dead.
“Drink Deep, and Descend.”
You gain the ability to disrupt time for the rest of this scene. 1/round, when any character successfully attacks, effects, or takes an action against another character within SENSORS, you may interrupt it before it resolves, with the following effects:
The character taking the action is pushed up to 3 spaces in a direction of your choice, even if they have IMMUNITY to involuntary movement
You teleport to one of the spaces originally occupied by that character, or as close as possible, no matter how far away it was.
The initial attack, effect, or action resolves with you as its target.
You receive all damage, conditions, statuses, and effects, and the action must be carried out without changes. For example, if the effect was to teleport an allied character to a certain space, you are teleported to that space instead; if the effect was to repair an allied character, you are repaired instead; if the effect was to deal damage and KNOCKBACK, you take the damage (using your ARMOR, RESISTANCE, etc.) and are knocked back in the same direction as the original target would be; if the effect was to inflict a condition or status, you receive that condition or status instead. Initiating this interruption does not count as a reaction. Effects that target the self cannot be interrupted this way
Range: 10
Damage: 2d6 Energy
If an attack from this weapon would not deal enough damage to destroy its target or cause it to take at least 1 structure damage, it instead only deals RELIABLE 2 damage, even on a hit.
Reliable 2
1 SP
You generate a Blast 2 zone of distorted timeflow within SENSORS and line of sight that affects all characters other than you. Characters within the affected area cannot take reactions, and if they start their turn within it, they must succeed on a Systems save or take 2 Heat and become Slowed until the end of their next turn. This effect lasts until this action is taken again or the scene ends.
Full Tech
2 SP
Choose a character in Sensors and line of sight. They clear all conditions other than Stunned that weren’t self-inflicted, and you immediately receive all conditions they cleared until the end of your next turn.
Quick Tech
2 SP
Choose a character within Sensors and line of sight. For the rest of this scene, or until they take damage, they may Boost 1/round as a free action during their turn.
Choose a character within Sensors and line of sight. They must pass a Systems save or take 2 Heat, become Slowed, and become unable to take reactions. This effects ends if they take any amount of damage or make a successful Systems save as a quick action.
Quick Tech
2 SP
Choose yourself or another character within Sensors and line of sight. Your target gains Immunity to all damage and effects from external sources until the end of their next turn, at which point they become STUNNED until the end of their following turn. Nothing can prevent or clear this condition.
During this time, any active effects on your target are frozen in time – effectively paused – and any relevant timers do not count down (e.g., conditions that would expire at the end of their turn now expire at the end of their following turn, reactor meltdown timers do not tick down, etc).
An unwilling character can ignore this effect with a successful Systems save.
Unique
Limited 2
Quick Tech
3 SP
Choose yourself or another character within Sensors and line of sight. Your target disappears and you create a chronological split in their timeline, replacing them with two fields of mutating paradox energy appear as close to their original position as possible. These fields are new characters that look like holes in space of the same Size and roughly the same shape as your target (although you shouldn’t look at them too long). They have 10 HP, SPEED 5, Evasion 5, E-Defense 5, Heat Cap 5, and have Immunity to all conditions and statuses. They are controlled by the player of the affected character and both act on that character’s turn, starting with their next turn. The only actions the fields can take are standard moves and Boost, and the only reaction they can take is to disperse (see below). They are obstructions and grant hard cover.
If a field exceeds its HEAT CAP or is reduced to 0 HP, it immediately disappears. Their player can also cause a field to disappear as a reaction at the end of any character’s turn.
If one field disappears, the other immediately coalesces into the original character, who returns to the field in that field’s space. If both fields disappear at the same time, their player decides which field disappears first.
An unwilling character can ignore this effect with a successful Systems save
AI
Unique
Limited 3
Quick Tech