Difference between revisions of "Dispel Tech (Action Powers)"

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=== Backup Mind ===
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Stance
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Add your [[Body (Action)|Body]] to your [[Mind (Action)|Mind]] attribute when soaking [[Damage Types (Action)#Psychic| psychic]] damage.
  
 
=== Cyber Secretary ===
 
=== Cyber Secretary ===

Revision as of 16:43, 14 January 2010

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Templates for Action
Main article: Powers (Action)

Backup Mind

Stance

Add your Body to your Mind attribute when soaking psychic damage.

Cyber Secretary

Inherent

This is an expert system that handles mundane mental chores. It records the surroundings and what you do for later playback, reminds you of appointments, keeps lists of names and addresses and similar stuff that makes you seem to be a neat, organized person. It functions as an internal radio modem and personal computer and has a mobile phone and answering service.

Operatives for shadow organizations are often fitted with cyber secretaries whether they want to or not. Such a secretary is often molded to a Behavior Chip or Black Box. Some even have obnoxious personalities of their own.

EMP Burst

Basic Action

You can dispel any power of the Technology origin. The difficulty is the skill value of whoever originally created the effect.

Limit Break

Age of
Effect
Minimum
Difficulty
Three days 12
One Month 14
One year 16
A decade 18
A century 20
A millennium 22
Ten millennia 24

You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

Electronic Warfare

Stance or Basic Action

The Electronic Warfare Package comes with advanced encoding/decryption systems, homers, jammers and ECM systems. It allows you to disrupt ranged communicative [Detect (Action Powers Technique|Detect]] powers of the technology origin; to eavesdrop on the radio communications of others, and to jam technological surveilance devices.

In most situations, assume that a character running an EW pack is immune to electronic detection or eavesdropping (even to that of another EW user). A Basic Action can roughly locate radios within a few kilometers and and eavesdrop on them with an opposed Know roll.

Mask

Inherent

Any cybernetic systems you have are electronically masked; any technological power or tool used to detect them fails. They can still be observed trough normal or supernatural means.