Difference between revisions of "Technology (Action Powers Form)"
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− | + | ==[[Emote Tech (Action Powers) | Charm Technology]]== | |
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− | + | ==[[Transmute Tech (Action Powers) | Create Technology]]== | |
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− | + | ==[[Dodge Tech (Action Powers) | Dodge Technology]]== | |
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− | == | + | {{:Dodge Tech (Action Powers)}} |
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− | {{ | + | ==[[Summon Tech (Action Powers) | Impress Technology]]== |
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− | + | {{:Summon Tech (Action Powers)}} | |
− | {{ | + | ==[[Dispel Tech (Action Powers) | Know Technology]]== |
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− | + | {{:Dispel Tech (Action Powers)}} | |
− | {{ | + | ==[[Shapeshift Tech (Action Powers) | Maneuver Technology]]== |
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− | + | {{:Shapeshift Tech (Action Powers)}} | |
− | {{ | + | ==[[Imbue Tech (Action Powers) | Melee Technology]]== |
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− | + | {{:Imbue Tech (Action Powers)}} | |
− | {{ | + | ==[[Recon Tech (Action Powers) | Recon Technology]]== |
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− | + | {{:Recon Tech (Action Powers)}} | |
− | {{ | + | ==[[Move Tech (Action Powers) | Ride Technology]]== |
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− | + | {{:Move Tech (Action Powers)}} | |
− | {{ | + | ==[[Blast Tech (Action Powers) | Shoot Technology]]== |
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[[Category:Action]][[Category:Action Powers]] | [[Category:Action]][[Category:Action Powers]] |
Latest revision as of 09:25, 29 March 2018
Heroic Action Role-Play |
Technology is the origin of scientific, reproducible powers. While still fantastic (or it wouldn't be Powers), it is less wild and more reliable than the other origins. This origin relates to Tech Level and usually becomes much more common at higher levels of technology. At the hyperspace level, technological powers are the norm rather than the exception. But it is not entirely dependent on tech level; powers can be mystical and yet take on a technological manifestation, and weird science can use this origin to perform feats impossible to local tech levels.
- Alternate Names: Super-Science, Gadgetry, Weird Science
Associations
- Creature : Robots
- Skill : Create
- Attribute : Mind
- Sense : All, as measured by apparatus
- Mood : Detached
- Blast: Impact
Technological Cantrips
Basic Action
You can figure out the workings of a technological device, understanding what it does and how to make it do it. You do not learn any special keys or passwords needed to bypass security, nor are you automatically skilled in using it. You can sense the power, efficiently, and degree of complexity of a technological device, evaluating it.
Charm Technology
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
With an opposed Charm roll, you can create a social connection between you and another person within reach. 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.
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.
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 unwanted consequences. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. 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).
Create Technology
Analyze Technology
Basic Action
You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic uses leaving stronger impressions. 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.
Automated System
Basic Action
When you use another power, you can base any roll or stunt using that power on your Create skill instead of whatever skill the power would normally be based on. This power ends at the end of the round or when you move. 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.
Bypass Security
Basic Action
One security system, surveillance device, lock, or trap will open and allow you to bypass it or otherwise not react to your presence or that of your allies for the rest of the round. This substitutes for the Security and Safecracking schticks and allows you to negate security at range (with normal range penalties), but the duration is only until the end of the round, after which the device resumes operation.
Camera Capture
Basic Action or Limit Break
You can see trough any camera. You must either know the camera is there, or focus on a location to see trough the closest camera. Scrying at one specific location is a Basic Action; looking around to find something takes a Limit Break. Range is irrelevant, but such things as border security and isolated systems are a limit. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. If the Create skill used to maintain camera security is higher that the target's Spot, use this value as the scrying difficulty.
Common Platform
Trigger Action
When you use a power that normally only affects one target, you can use Common Platform to instead affect all willing targets within Mind meters. This does not work on stances or other powers that only affects yourself. 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.
Conventional Technology
Inherent
Your powers do not register as such, instead appearing to be mundane technology. They can still be found with powers that detect mundane technology, but powers that specifically look for other powers will fail unless the searcher is actually touching or otherwise directly interacting with the power. The GM may restrict how this power can be applied, depending on how technology works in your campaign. It is linked to the Props method and requires that each power you use be a prop or cybernetic implant. 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.
Jury Rig
Basic Action
You can make a Repair stunt as a Basic Action.
Nanite Factory
Limit Break
You can create personal gear out of either valuable raw materials or common trash, shaping and weaving matter to your specification. In this way you can create personal gear of any sophistication. If you used good raw materials and either had a blueprint or made a Create roll sufficient to design the device, it lasts as long as a normal device would. Otherwise the item is Improvised and will break down at the end of the scene.
Netrider
Basic Action
This is a special net interface unit that keeps track of and displays any net connections in your vicinity. This allows you to be present both in the net and in the physical world. You can see and interface with any electronic net-connected device in the vicinity. This allows you to try and hack into these machines. You can remote-control vehicles and machines with auto pilots - which can include gun pods and armed vehicles. You are mostly aware of net-connected security devices, traps, checkpoints and other computer-controlled devices before they become a problem. You can try to Hack any remote controlled system or vehicle in your path as a Basic Action. Success is automatic if you have the appropriate access. This makes you very powerful if you have a high level of authority, such as corporate police units have on their own turf.
Power Battery
Inherent
You have a battery that contains an extra Fortune point that you can only use with powers. This replenishes at the end of each session. You can take this power several times to gain additional Fortune points. 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.
Power Capacitor
Trigger Action (Focus)
Once per session you can use this power to focus, regardless of other circumstances.
Reverse Engineering
Limit Break
By studying the effects of a power, you can understand its principles and replicate it. Make a Create roll against the target's Dodge. You learn one of the target's powers and can use it for the rest of the session. 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.
Simple Gadget
Basic Action
Your powers are used on gadgets that are simple to use, even if the technology behind them is incredibly complex. You can use this power to give away and explain the use of a particular power. You lose the power in question, and whoever you gave it to gains it instead and can use it as long as he keeps the gadget or until the end of the story. You regain the power if you regain the gadget, or you can replace it at the end of a story. This ability is linked to the Props method and requires that each power you use be a prop.
Technological Prodigy
Inherent
You can understand, create, and use technology that is more advanced than the standard of your setting. Increase the Tech Level of the setting by one for you personally. You can manufacture and use devices of this complexity. Because you have to do most of the manufacturing in person, there is still a limit on how much high-technology gear you can possess and use. Personal gear is not generally a problem, but the GM might require you to purchase such devices as Item schticks. A vehicle requires a lot more support and is always a schtick. Anything requiring an infrastructure to work is impossible. If another creature uses one of your devices it will generally work normally once and then require reloading or resetting which they are not capable of. Others using your devices suffer a malfunction on any snake eyes roll. You can select this power more than once, each time you take it you can use technology of one additional tech level, but manufacturing such complex devices becomes harder and harder as your local supply of materials becomes more and more obsolete.
Dodge Technology
Automaton
Inherent
You are not a sentient creature but rather low-grade artificial intelligence. This makes you immune to stunts and powers targeting your Charm or Impress. You are also unable to use these skills. If a stunt using either of these skills is made so that it would still reasonably affect you, you can use Dodge as your defense. You also ignore Psychic Damage. You are vulnerable to Spurious Logic.
Combat Wiring
Stance
You can use Dodge in place of Maneuver and Melee. Your body lacks the training to do this safely. Each time you take a Basic Action that uses Maneuver or Melee, roll 1d6. This becomes the shot cost of the Basic Action (instead of the usual 3 shots). If the result is a 1, you also take a Hit from strain. An Unnamed Character always pays 3 shots using this, but still takes a Hit (which defeats it) on a roll of 1.
Cyborg Armor
Limit Break
You have internal hardpoints installed that can carry cybernetic armor. These hardpoints are flexible, and you can mount different kinds of armor depending on the needs of the situation. Changing armor is a Limit Break, and the effect then lasts until you use it again.
- With no armor mounted you gain no Toughness bonus, the hardpoints are visible, and you look like an emaciated robot.
- You can mount a human-like skin that passes for skin to most observation—effectively (Small) and gives 2 points of armor, giving you a Toughness equal to your Body +2.
- You can mount an armored exoskeleton. Your body becomes hard and rigid, tough you retain full mobility. This can be hidden under bulky clothes, such as combat fatigues—effectively (Medium). You gain 5 points of armor, giving you a Toughness equal to your Body +5.
- You can mount cyborg armor. Your size and bulk increases, making it basically impossible for you to pretend to be a baseline human—effectively (Large). You gain 5 points of armor, giving you a Toughness equal to your Body +5. This also gives you the Powered armor ability, increasing your Body by +2, which stacks with the Toughness bonus.
Cyborg Metabolism
Inherent
This replaces your vital organs, lungs and intestines with cybernetic equivalents. You also add shielding to your eyes and other sensitive surfaces. It makes you immune to inhaled or ingested poisons, and allows you to operate without food, water, air, and in hostile environments such as underwater or in a vacuum. You can eat and drink anything with no adverse effect on your metabolism.
Exo Link
Inherent
Used to operate cybernetic exoskeletons or power armors. You can always ignore any first-time skill use penalties when using an exo link. If you have an appropriately cybered power armor, you can ignore the Reflex penalties of the armor.
Mind Backup
Basic Action
You back up your mental state into protected hardware memory, and in an emergency you can run on this backup and reboot your wetware memory. You can use this to negate any charm, mind control, or Setback that affects your actions or mental state. You can take this Basic Action anytime, even if you would normally be prevented from doing so.
Phat Armor
Inherent
Modifies the layer of fat under your skin to become shock absorbent. This is almost impossible to discern except trough very invasive body scans—effectively Tiny. You gain 2 points of armor, giving you a Toughness equal to your Body +2.
Impress Technology
Brain Control
Basic Action
You can control a creature (or group of unnamed creatures) whose True Name you know with an Impress roll against the creature's Dodge or Impress. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control of the creature.
Brain Pattern Analysis
Finisher
You learn the True Name of the defeated or helpless creature.
Brain Tape
Inherent
This is a brain analysis device, computer storage unit and data transfer unit capable of making an of-site backup of your entire personality.
In a materialistic universe, a personality is no more than a collection of data. This data can be backuped in a safe location, and if the original is indisposed, a copy can be downloaded. Depending upon technological sophistication, this copy may be a robot or a force-grown clone. Brain tape stores a backup of your knowledge and personality, including all Skills and Schticks. Powers are generally not included, but knowledge of powers and knowledge-based powers are. Physical powers might get replicated in a physical cloning process.
In a spiritual sense, this is of course impossible. There is only one soul, and no copy can duplicate your individual essence. What practical impact this has on the game depends on the setting.
A Brain Tape is not so much a system as a phenomena, though there is a cybernetic system is at the core of it. If you have nobody to administer the recreation of your body for you, you won't live again. If your backup is out of date, so will any downloaded copy. If someone can destroy or corrupt your backup, you are also out of luck. Worse, someone may well get hold of the data, make their own download, and brainwash it into serving them.
If there is a spirit, and if that spirit is indivisible, is anybody's guess, but clone rivalry is very common. One can also upload your personality into a Behavior Chip or into an AI construct, gaining access to your Skills and knowledge without giving the copy a body to cause mischief with. But all these additional complications are more plot hooks than actual parts of the power.
Buddy Chip
Inherent
A Behavior Chip programmed to your own specification. While it has many of the flaws and drawbacks of a regular Behavior Chip, it also has obvious benefits when you are targeted by mental attacks.
If you are ever about to make something that is contrary to your normal objectives or personality, the chip cuts in and prevents the action. Thus, you won't attack your friends, reveal your secrets or otherwise cause do any major, obvious blunders. This is especially important if you are mind controlled, dominated or possessed.
As a game effect, this prevents Setback results from social interaction and mind control. You still suffer the full regular effect of the interaction.
The Buddy Chip can be a two-edged sword. The chip can be bypassed if an an attempt at mind control or interaction accidentally hits upon an action the Buddy Chip is not set to intervene against - strictly a roleplaying decision. Someone with access to your Buddy Chip software can use its programming to advantage. In this case, any successful interaction or mind control gives a Setback result. Someone who can reprogram the Buddy Chip can turn it into a Behavior Chip.
Know Technology
Autodoc
Inherent
You automatically stabilize after a Mortal Wound. When you loose shots, the shot loss is reduced to just one. You can use Know instead of Body to resist Biological Damage. Your autodoc can gather and upload medical data and negate the symptoms of chronic illness (mostly a role-playing effect but might help negate certain curses). But this data can be stolen, in which case the Autodoc can lower your effective Body and Mind to zero when resisting damage and effects.
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. Each round, you can activate one Stance without any shot cost.
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.
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.
Electro-Magnetic Pulse
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.
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.
Electronic Warfare
Inherent 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 powers, eavesdrop on the radio communications of others, and to jam technological surveillance devices.
A character running an EW pack is immune to electronic detection or eavesdropping (even to that of another EW Pack user). Thuis effect is inherent.
A Basic Action can roughly locate radios within a few kilometers and and eavesdrop on them with an opposed Know roll. The range depends heavily on the amount of electronic clutter in the air.
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.
Mask
Inherent
Any cybernetic systems you have are electronically masked; any power or technological tool used to detect them fails. They can still be observed trough normal means.
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.
Maneuver Technology
Balance Wires
Trigger Action
Cybernetic enhancements for the inner ear and enhanced neural receptors for spatial awareness give you the ability to dance on razor wires. Free Running and Fly stunts are Routine for you.
Cyborg Assimilation
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Robot with this version of the power.
Hardwiring
Inherent
Hardwiring is a neural override that takes over your body and allows you to use your Maneuver skill as if it was Melee. At the end of a combat scene when you used this, this inflicts a Hit on you due to strain.
Physical Skill Processor
Stance
You have a computer connected to your brain that can run PSPs, programs that give you access to skills and abilities you normally lack. You run a PSP by activating this stance and selecting a certain stunt; you can now use this stunt using Maneuver. The PSP only applies to physical skills: Dodge, Melee, Recon, Ride, and Shoot. You can run several skillsofts at once by activating this power several times; each time costs a shot and allows you to select another specific stunt.
Prosthetic Limb
Basic Action
You have an artificial limb of great strength. This can be either an arm, two legs, or some smaller body part such as a hand, jaws, or similar. When you concentrate in the use of this limb, you are very strong, with a Body equal to your Maneuver skill. This is great for specific tasks such as breaking down doors, bending iron bars, hanging on to the outside of moving vehicles and so on. For a limb that can do damage on this scale, select Cybernetic Pile-driver.
Melee Technology
Behavior Chip
Finisher
A popular device, with many applications in psychology and crime prevention, but also the perfect tool for an autocratic regime, the Behavior Chip is an AI personality that overrides the user's motivations.
You can install a Behavior Chip in Melee, and it takes a Melee vs. Create roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse.
The Behavior Chip contains a set of goals and objectives for the individual and his behavior, that he will normally obey with enthusiasm. Through a concerted effort of will the victim can fight the chip, but this is very difficult. They can make a Mind roll with a difficulty of 10. For each point of negative outcome, the chip is in total control for one round . For each point of positive outcome, the character has control of himself for one round. If the target manages an outcome matching your Mind, the Behavior Chip burns itself out.
Certain behavior chips trigger only under certain circumstances, such as a mole chip that makes you report on you activities each day or a traitor chip that makes you turn on your comrades in a particular situation. A Behavior Chip can be programmed prevent short-term memories from being recorded in long-term memory, creating periods of lost time, but it must delete a minute within five minutes of the event, or it will be in long-term memory.
Black Box
Finisher
Often fitted in operatives who are considered unreliable, untrustworthy or expendable, the Black Box is a recording device that records everything. Every movement, every emotion, every word, every pang of lust or jealousy is recorded and subject to later study and evaluation.
You can install a Black Box in Melee, and it takes a Melee vs. Create roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. The black box will upload its data by radio on demand or whenever the user connects to an open network. If the target is also fitted with Bug, the updates are constant. People with access to the victim's files know all his personal weaknesses, and can thus use social interaction directly against his Mind rather than against his Charm or Impress.
Bug
Basic Action
Technologiocal surveilance devices gain more and more complexity and stealth capabilities. The first ones were large and had to be mounted in rooms or cars, but sophisticated ones are not only small, but actively disguise themselves, deploy decoys, and move if their internal logic realizes they are spotted. You can install a Bug in Melee, and it takes a Melee vs. Dodge roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. These are bugs which are installed in the target's body. They broadcast homing and listening signals up to 5 kilometers which can be picked up with a receiver with the proper encoding. In a networked environment, this means the target can be kept track of and listened to almost anywhere.
Cortex Bomb
Finisher
It takes very little to kill you if explosives are placed inside your body.
You can install a Cortex Bomb in Melee. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. If the right stimuli, such as an encoded radio signal or a set time limit expires, the bomb explodes. A Behavior Chip can be given control over the Cortex Bomb, a particularly nasty situation. An exploding cortex bomb inflicts a [Wound] with a damage value equal to the installer's Melee skill. A Cortex Bomb explosion can be set to be grossly obvious by exploding the head or neck, or to be barely noticeable, looking like a natural medical event to all but an autopsy.
Cyberknucks
Inherent
You have reinforced fist bones that can be used in melee and does Body +4 blunt damage. This is not a damage-boosting stance; it is a weapon that can be used with damage-boosting stances like Razor Fangs.
Cybernetic Pile-driver
Limit Break or Basic Action
You have a cybernetic limb of vast strength you can use to inflict damage equal to your Melee. This is an arm, leg, head, or other large limb such as a pile-driver tail or it can even be mounted along the spine to strike straight up or down. Used against an opponent, this is a Limit Break. Used against a stationary object such as a door or wall, it is a Basic Action.
Impact Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. This is Impact damage.
Override Plug
Finisher
Your sponsor might want you to be a psychopathic killer, but they still want some control. With an override, this control is easily achievable; they can remotely shut you down at the flip of a switch. So can anyone else with the proper access code.
You can install an Override Plug in Melee. If it is instead surgically installed, it is so well concealed and hard to remove that it is considered a Curse. Anyone with the proper access code can automatically paralyze a body with an Override Plug installed as a Basic Action; the target loses all Hits.
Rippers
Stance
You can extend a concealed cybernetic weapon that can be used in melee and does Body +6 slashing or piercing damage (your choice on getting the power). This is not a damage boost; it creates a weapon that can be used with damage-boosting stances like Razor Fangs.
Slicers
Inherent
You have sharp nails that can be used in melee and does Body +3 slashing damage. Slicers will pass even close examination. This is not a boost; it is a weapon that can be used with damage-boosting stances like Razor Fangs.
Recon Technology
Detect Technology
Basic Action
You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.
Light Amplification
Inherent
You can amplify trace amounts of light. This lets you see normally in anything but complete darkness. It is still possible to sneak on you; there are still shadows and darker areas, but you are not impaired by lack of ambient light.
Tactical Overlay
Stance
This power helps you to keep track of the relative position of friends and enemies in combat. As long as you occasionally let your vision sweep across the area, or get information from external sensors or other characters equipped with a tactical overlay, you have an innate spatial awareness of the location of everything and everyone in the vicinity, even when out of your line of sight. You also know your map position.
Two or more friendly characters with Tactical Overlay can link their tactical data for maximum benefit.
- You need never be afraid of hitting one another, this is particularly useful with area attacks.
- All of you can attack a target anyone of you can see regardless of visual obstructions, as long as any physical barriers can be penetrated.
- If anyone connected to your Tactical Overlay is aware of something that is about to surprise you, you are not surprised.
- If anyone connected to your Tactical Overlay is aware of someone Sneaking, you are aware of that creature.
The risk with Tactical Overlay is that an opponent that can read your transmissions and feed them to his own Tactical Overlay; this gives him a +3 bonus on Dodge and Shoot against you-until you turn off your Tactical Overlay.
Ride Technology
Piloting Rig
Inherent
You can make a Confident roll to drive a vehicle equipped with cybernetic controls. Certain hi-tech, hi-performance vehicles require such a link to operate at all.
Redline
Stance
Select a cyborg, machine, robot, or vehicle you touch; its Move is increased by +2. You need not continue to touch it to maintain the stance.
Remote
Stance
You establish a link with an object, through which powers can be channeled. You must touch the target to establish the link. As long as you maintain this stance, you can use your senses and powers through the remote. When this power is active, any power you use can manifest through the remote, just as if you were there. The object counts as unnamed, making it relatively easy to destroy. If the object is carried by another, a successful stunt directed at the remote and any Setback suffered by the bearer destroys the remote (this is in addition to the normal effects of the setback).
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.
Ranging
Limit Break
You can use a single power once without range penalties. You must still see your target for powers that requires a line-of-sight, and Cover and Concealment applies normally. Casting a spell through remote viewing (cameras, divination) causes a low rumble that prevents the target from being surprised.
Shoot Technology
Bullet
Inherent
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Bullet does impact damage, and you need a small mundane object to use as a projectile. This has the advantage that the attack itself is not power-related; targets with special resistance to powers or to your power origin cannot use such resistance against this attack. However, anything that protects from mundane bullets or from impact damage works normally.
Exploding Shell
Limit Break
You create and hurl a grenade that explodes on impact, doing Impact damage. You blast everyone in a globe with a diameter equal to your Body in meters. Make a separate attack roll against each target, including friends and bystanders. Damage is Body +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.
Gun Pod
Trigger Action (Combo)
You carry around a small turret with an integral weapon. Whenever you make a Shoot attack, your Gun Pod can also make a Shoot attack at the same or a different target. The gun pod does a type of damage selected when it is bought; this can be any type of damage you can do with a Shoot attack, including when you use Ranged Weapons, but always does Body +6 damage. Changing the damage type is a Limit Break.
Kill Drone
Inherent
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. A Kill Drone is a tiny drone that exists to crash into targets at high speed. This does impact damage, and can fly around to ignore Cover.
Kill Drone Cloud
Limit Break
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. A Kill Drone Cloud is a cloud of tiny drone that exists to crash into targets at high speed. This does impact damage, and can fly around to ignore Cover.
Killseeker
Basic Action
Jack yourself to an appropriately prepared weapon. Presto, targeting information, weapon data and a cross-hairs is projected in your field of vision. You need no cybereyes to do this, thanks to Pro-Ict internal display systems.
Spend an action aiming at a specific target. Each time you attack that target before the end of the round you get a +3 bonus on your Shoot skill.
Shrapnel Burst
Limit Break
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Shrapnel Burst does impact damage, and you need a number of small mundane objects to use as a projectiles. This has the advantage that the attack itself is not power-related; targets with special resistance to powers or to your power origin cannot use such resistance against this attack. However, anything that protects from mundane bullets or from impact damage works normally.
Spray of Bullets
Limit Break
You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Spray of Bullets does impact damage, and you need a number of small mundane objects to use as a projectiles. This has the advantage that the attack itself is not power-related; targets with special resistance to powers or to your power origin cannot use such resistance against this attack. However, anything that protects from mundane bullets or from Impact damage works normally.
Virtual Weapon
Inherent
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. When you use this attack power, a pistol appears in your hand, doing Impact damage. This firearm has the Area, Penetrating, and Rash abilities.