Difference between revisions of "Transmute Metal (Action Powers)"

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m (Philosopher's Stone)
m (→‎Craft Metal: Disable Mechanism is Routine using this power.)
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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 [[Tech_Level_(Action)|Clockwork]] sophistication. The duration is minutes equal to the Action Result. The difficulty is the [[Toughness (Action)|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 [[Tech_Level_(Action)|Clockwork]] or lower sophistication, which is mainly useful for sabotage or to overcome [[Transmute_(Action_Powers_Technique)#Security|Security]].
 
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 [[Tech_Level_(Action)|Clockwork]] sophistication. The duration is minutes equal to the Action Result. The difficulty is the [[Toughness (Action)|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 [[Tech_Level_(Action)|Clockwork]] or lower sophistication, which is mainly useful for sabotage or to overcome [[Transmute_(Action_Powers_Technique)#Security|Security]].
  
This is also useful for breaking and damaging metal or metal-reinforced objects. You can do [[Transmute_(Action_Powers_Technique)#Demolish|Demolish]] stunts against such objects as a basic action.
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This is also useful for breaking and damaging metal or metal-reinforced objects. You can do [[Transmute_(Action_Powers_Technique)#Demolish|Demolish]] stunts against such objects as a basic action. [[Transmute_(Action_Powers_Technique)#Disable_Mechanism|Disable Mechanism]] is [[Routine (Action)|Routine]] using this power.
  
 
A repair has half the difficulty of creating an item, and is not limited in how technologically complex items if can affect.
 
A repair has half the difficulty of creating an item, and is not limited in how technologically complex items if can affect.

Revision as of 15:17, 4 November 2020

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Main article: Powers (Action)

Analyze Metal

Basic 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.

Craft Metal

Basic Action

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. Disable Mechanism is Routine using this power.

A repair has half the difficulty of creating an item, and is not limited in how technologically complex items if can affect.

Fool's Gold

Basic Action

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.

Philosopher's Stone

Limit Break

You can transform one metal into another. Basic Action or Limit Break

This is a Transmutation power. If you have several Transmutation powers, you can transform things between the substances you have powers for. The difficulty is the Body/Mass of the object, or the Dodge of the wearer. Repairing objects has half the difficulty of creating them or the Create of the maker for very complex items. If you use a Basic Action the duration is one scene, after which the material will return to its natural shape. If you use a Limit Break to create items, they are permanent, but volatile substances and those that qualify as Items deteriorate at the end of a session unless paid for. Besides practical uses, this allows you to ignore the Resources column when Tinkering with this substance. This is also useful for breaking and damaging appropriate objects. You can do Demolish stunts against such objects as a Basic Action.

Shrink Tools

Basic Action

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.

Noticing that you are carrying items this way uses a Frisk check against your Create.

Wall of Metal

Limit Break

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.

The wall has a Body equal to your Create + Mind. It will corrode rapidly once created, losing one point of Body per hour.