Difference between revisions of "Transmute Metal (Action Powers)"
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+ | ===Analyze Metal=== | ||
+ | Basic Action | ||
+ | |||
+ | You can analyze the properties of metal. You learn the exact composition and properties of the object and what powers it has been affected by recently. | ||
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+ | ===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 [[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. [[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. | ||
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+ | === 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 cake and other subtler enchantments directed specifically at certain people are also possible as long as you can convince the GM. Decide who is to be affected when making the charm. When your mark encounters the object, make a [[Create (Action)|Create]] vs. [[Charm (Action)|Charm]] roll. On a success the mark notices the objects and finds it particularly attractive. On an outcome matching their [[Mind (Action)|Mind]], they find it irresistible and will want to take it along at almost any cost. | ||
+ | The object returns to its original state at the end of the story. | ||
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+ | === Philosopher's Stone === | ||
+ | {{: Transmute_ Object_(Action)}} | ||
+ | |||
+ | === Metal Armor === | ||
+ | Basic Action | ||
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+ | You coat the target (which can be you) in protective metal. He gains 4 points of armor, increasing [[Toughness (Action)|Toughness]]. | ||
+ | Metal Armor is [[Items_(Action)#Large|Large]] and [[Items_(Action)#Loud|Loud]]. | ||
+ | It lasts until the end of the current scene. | ||
+ | You can maintain this armor on yourself between scenes, but not on others; to protect others you must use it in or right before each scene. | ||
+ | |||
+ | === 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. You can don a set of metal armor as a part of this process, making it grow to cover you. | ||
+ | |||
+ | Using this on something carried or worn by another requires a [[Create (Action)|Create]] stunt vs. their [[Dodge (Action)|Dodge]]. The target can spend 3 shots to keep possession of the object to be shrunk. On an Outcome matching the target's [[Reflexes (Action)|Reflexes]] you catch the object as it shrinks and the holder cannot save it. | ||
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+ | Noticing that you are carrying items this way uses a [[Emote_(Action_Powers_Technique)#Frisk|Frisk]] check against your [[Create (Action)|Create]]. | ||
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+ | === Wall of Metal=== | ||
+ | Limit Break | ||
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+ | 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 (Action)|Create]] roll that created it, as high as your [[Mind (Action)|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 (Action)|Body]] equal to your [[Create (Action)|Create]] + [[Mind (Action)|Mind]]. It will corrode rapidly once created, losing one point of [[Body (Action)|Body]] per day. |
Latest revision as of 12:13, 25 July 2023
Templates for Action |
- 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 what powers it has been affected by 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 cake and other subtler enchantments directed specifically at certain people are also possible as long as you can convince the GM. 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. The object returns to its original state at the end of the story.
Philosopher's Stone
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.
Metal Armor
Basic Action
You coat the target (which can be you) in protective metal. He gains 4 points of armor, increasing Toughness. Metal Armor is Large and Loud. It lasts until the end of the current scene. You can maintain this armor on yourself between scenes, but not on others; to protect others you must use it in or right before each scene.
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. You can don a set of metal armor as a part of this process, making it grow to cover you.
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 day.