Difference between revisions of "Transmute Tech (Action Powers)"
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When you use another power of the [[Technology Origin (Action)|Technology]] origin, you can base any roll or stunt using that power on your [[Create (Action)|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. | When you use another power of the [[Technology Origin (Action)|Technology]] origin, you can base any roll or stunt using that power on your [[Create (Action)|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. | ||
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+ | === Bypass Security === | ||
+ | Basic Action | ||
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+ | One security system, surveillance device, lock, or trap will open and allow you to bypass it or otherwise not react to your presence for the rest of the round. This replaces the [[Transmute_(Action_Powers_Technique)#Security|Secutity]] and [[Transmute_(Action_Powers_Technique)#Safecracking|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. | ||
=== Common Platform === | === Common Platform === |
Revision as of 14:47, 31 October 2011
Templates for Action |
- Main article: Powers (Action)
Automated System
Automated targeting system... Active...
Basic Action
When you use another power of the Technology origin, 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.
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 for the rest of the round. This replaces the Secutity 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.
Common Platform
Trigger Action
When you use a power of the Technology origin 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.
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 the power's target (or is otherwise directly interacting with it).
Jury Rig
Basic Action or Limit Break
You make emergency repairs to a damaged or broken object. As a basic action, this will restore the function of a broken, but not completely destroyed object. It will perform as new for the rest of the scene, but thereafter behaves as normal. As a limit break, the repairs are more permanent. A completely destroyed device, shattered into obviously useless pieces, cannot be repaired this way.
Nanite Factory
Limit Break
You can 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 trash as raw material or lacked a blueprint to work from, the item will break down after a number of minutes equal to your Create roll. If you used good 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.
Power Battery
Inherent
You have a battery that contains an extra Fortune point that you can only use with powers of the Technology origin. This replenishes at the end of each session. You can take this power several times to gain additional Fortune points.
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 attack against the target's Dodge. You learn one of the target's powers and can use it for the rest of the session, and you can learn it normally later using experience points.
Note: Some Traditions don't give access to all powers. If you reverse engineer a power not normally available to your Tradition, you are out of luck. The same applies if the target does not have any powers.
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.
Technomancy
Inherent
You have learned to harness the power of technology, combining it with your other powers.
You must have an Origin other than Technology to take this power. You now have both your old origin and the Technology origin; your powers count as both origins when determining what other powers can affect them.
The GM might change or add to your Methods when you take this power.