Emote Tech (Action Powers)

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Main article: Powers (Action)

Compartment

Inherent

A hidden compartment somewhere on your body. It can hold a quarter-liter of stuff or a weapon with Concealability: Pocket. A compartment is very hard to see and shielded against most detection; it can only be detected with advanced sensors or a Body Cavity Search; even so, an opposed Charm is required.

Small (thumb-sized) compartments work the same and can be had for free for anyone in a cyber setting who has mastered the Technology Form.

Cybersnake

Basic Action

A telescopic tentacle that can extend up to one meter to attack or manipulate objects on your mental command. The cybersnake is usually hidden in the mouth or abdomen, but can be fitted as an additional function of a Prosthetic limb. It can extend to about 2 meters from your torso but gets weaker as it reaches out.

A cybersnake is not a viable weapon for general combat, but can be very effective as a surprise attack. Once per scene when somebody unaware of your intent to use the snake touches you make an opposed Charm roll as an attack with Body +5 damage.

It can also be used to surreptitiously manipulate items as if you had Sleight of Hand. If the attempt is noticed, it is the cybersnake they see, tough that can generally be connected to you in short order.

Cybernetic Implant

Inherent

Pick one stance power. That stance is installed in a surgically implanted device, and the power of the stance becomes Inherent and is always on. Cybernetic implants can be subtle or discrete as a matter of style, but they can be detected by sophisticated sensors or with an opposed Charm check.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Face Dance

Basic Action

Replace the skin and bone of your face with synthetic mass that can be molded into any facial appearance as well as change skin and hair coloration all over your body. It also alters your vocal chords, letting you mimic speech. This makes disguise a speedy and easy process. If combined with a Skin Graft, you can change the shape of your entire body on a whim.

Pheromone Control

Basic Action

Pheromone control allows you to manipulate nearby people by means of pheromones. Pheromones are scent-like substances used by people and animals to communicate on a subconscious level. Manipulation on such a primal level can be dangerous, lending itself best to inducing needs that can be immediately gratified. If you try to induce subtle feelings or long-lasting relationships, Pheromone Control may backfire. It is thus best used to get into someone's close presence, where normal Charm can proceed. This only works against creatures whose racial pheromone sets have been programmed into the unit, and anyone with a breather mask or somehow otherwise immune to poison or inhaled gases can ignore it.

What this does in game terms is that with an opposed Charm roll, you can create a social connection between you and another person. That person will focus his attention on you, for good or bad. Depending on the mood, this might involve sex, combat, or just conversation. He will ignore normal distractions and is generally willing to follow you a short way in order to interact there.

Skin Graft

Inherent

A cosmetic modification. With skin graft, you can look like anyone or anything with a basic body shape similar to your own. You cannot turn into a baby or a crocodile using this system, but can change your body mass from half to double normal. The operation takes a few days of hospitalization, so appearance cannot be changed on a whim, but if you also have Face Dance, your entire bodily appearance can be changed at a whim. A change in mass means you have to ingest or expel the relevant amount of matter, generally water but extreme changes require a nutrient broth.

Subdermal Armor

Inherent

A weave of protective fibers is implanted under your skin. This is normally not visible but can be noticed on a Pat-Down search. You gain 4 points of armor, giving you a Toughness equal to your Body +4.

Subdermal Weapon

Inherent

You have a weapon of Concealability Pocket or less surgically implanted in your arm; you can hide or activate this weapon at any time. A subdermal weapon is very hard to see and shielded against most detection; it can only be detected with advanced sensors or a Strip Search.

Technological Inspiration

Trigger Action

You inspire others to be detached, analytical, and focused on results without regard to distractions or side effects. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Create skill, and to other skills and rolls as determined my the GM.

Weapon Arm

Inherent

You have a weapon of Concealability jacket or less implanted in your arm cyber arm; you can hide or activate this weapon at any time. If you do not have a prosthetic cyber arm, you get a simple cybernetic arm that functions as a normal arm to hide the weapon in.

A Weapon Arm is very hard to see and shielded against most detection; it can only be detected with advanced sensors or a close inspection; even so, an opposed Charm is required. The prosthetic arm is not so cloaked (unless you have other powers that do so).