Transmute Metal (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
You can analyze the properties of metal. You learn the exact composition and properties of the object and whether it has been affected by any powers recently.
You can create and repair objects made primarily out of metal. In this way, you can create basic tools, arms, and armor of no more than Clockwork sophistication. The duration is minutes equal to the Action Result. The difficulty is the Toughness of the item; weapons and armor are made for a specific creature and have a difficulty equal to they damage or toughness they grant. You can also manipulate devices made of metal or of Clockwork or lower sophistication, which is mainly useful for sabotage or to overcome Security.
This is also useful for breaking and damaging metal or metal-reinforced objects. You can do Demolish stunts against such objects as a basic action.
A repair has half the difficulty of creating an item, and is not limited in how technologically complex items if can affect.
You enchant an object so that it becomes highly attractive. The classic way to do this is to turn objects to gold, but subtler enchantments directed specifically at certain people are also possible. Decide who is to be affected when making the charm. When your mark encounters the object, make a Create vs. Charm roll. On a success the mark notices the objects and finds it particularly attractive. On an outcome matching their Mind, they find it irresistible and will want to take it along at almost any cost.
You can transform one metal into another.This is a Transmutation power. The difficulty is the Body/Mass of the object, or the Dodge of the wearer. Besides household uses, this allows you to ignore the Resources column when Tinkering with this substance. The transformation is permanent, but volatile substances and those with a game use deteriorate at the end of a session.
If you have several Transmutation powers, you can transform things between the substances you have powers for.
You can shrink handheld weapons and personal gear, making them into what seems like tiny replicas on the real thing as long as they remain in your possession. Metal items are especially susceptible to this power; you can use it on whole-body metal suits and other metal objects about as large as yourself. When you shrink a weapon or piece of gear, it shrinks and becomes easy to stow, and can be worn as an adornment. This lets you carry more personal gear than others can, and makes changing what gear you use easy and practical.
Shrinking an item is a Basic Action. Making it resume its normal size is not; it is the equivalent of drawing a weapon and can be done at the beginning of a round or as a part of any action, even a trigger action.
Using this on something carried or worn by another requires a Create stunt vs. their Dodge. The target can spend 3 shots to keep possession of the object to be shrunk. On an Outcome matching the target's Reflexes you catch the object as it shrinks and the holder cannot save it.
Wall of Metal
You can create a wall of metal that gains hardness as you advance in skill and power. The wall can be as long as the Create roll that created it, as high as your Mind and about 10 cm thick. It must be created so as to be stable; usually by making it curved or giving it a gentle wave form. It cannot be created on top of a creature. When using a map with squares or hexes, the wall lies on the edges between spaces. A wall must be created in contact with the ground or solid foundations, but you can control its shape and by buttressing it can be used as a road, rampart or bridge, have a basic portal, catwalk and so on.