Origin - Gear Squad ------------------- You have the "Machine" Trait. (-1) Property: Gear Wired - You have the "Wired" Trait. When the Gear Squad Network is instantiated in Victoria: you can always tell whether someone else has the "Wired" Trait and you can communicate telepathically with anyone who does. (-1) Attack: Gumming Up The Works (Body) - The target is at a penalty to all Initiative challenges for the remainder of the session, as a main participant and otherwise, equal to your Body attribute. (-2) Ability: Restock And Refuel [body] (No Challenge) - The target Recovers all points of Body that he/she just expended in a combat that you also participated in, but only if he/she has the "Machine" Trait. (-1 per use) One Use: Entrenchment [one use] (Body vs. Integrity Challenge) - To activate this Ability, you must first succeed in a Body Challenge against the Integrity of the target Location. Others may assist you. The Location gains the following Property: "Trenches - If at least one character with the "Machine" Trait is defending in Body combat, that side gets +2 to its total." A Location may have multiple Trenches, though the Challenge is required each time. (-1 per level) Recovery: Record Of Success - For each consecutive combat that you win in a session, whether as a main or assisting participant, Recover (consecutive combats won) Mind or Soul points in any combination. This maxes out at twice your level of Record Of Success. (-1 per level) Influence: Supplies (-2) Modifier: Supplies -> Laying The Groundwork - You may expend points of Influence: Supplies between sessions to add them to any influence action(s) being performed by characters with the "Machine" Trait. (2*) Flaw: On Reserve - If you succeed in combat that you initiated, you may not use an Attack of your own, only one of your supporters'.