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

From Action
Jump to navigation Jump to search
Line 5: Line 5:
  
 
You are not a sentient creature but rather low-grade artificial intelligence. This makes you immune to stunts and powers targeting your [[Charm (Action)|Charm]] or [[Impress (Action)|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 (Action)|Dodge]] as your defense. You also ignore [[Damage_Types_(Action)#Psychic|Psychic Damage]].
 
You are not a sentient creature but rather low-grade artificial intelligence. This makes you immune to stunts and powers targeting your [[Charm (Action)|Charm]] or [[Impress (Action)|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 (Action)|Dodge]] as your defense. You also ignore [[Damage_Types_(Action)#Psychic|Psychic Damage]].
 +
You are vulnerable to [[Dispel_(Action_Powers_Technique)#Spurious_Logic|Spurious Logic]].
  
You are vulnerable to [[Dispel_(Action_Powers_Technique)#Spurious_Logic|Spurious Logic]].
+
=== Combat Wiring ===
 +
Stance
 +
 
 +
You can use Dodge in place of [[Shapeshift_(Action_Powers_Technique)|Maneuver]] and [[Imbue_(Action_Powers_Technique)|Melee]].
 +
Your body lacks the training to do this safely.
 +
Each time you take a Basic Action that uses [[Shapeshift_(Action_Powers_Technique)|Maneuver]] or [[Imbue_(Action_Powers_Technique)|Melee]],
 +
roll 1d6. This becomes the shot cost of the Basic Action (instead of the usual 3 shots).
 +
If the result is 1-3, you lose that number of additional shots due to strain.
 +
If the result is a six, you also take a [[Hit (Action)|Hit]].
 +
An [[Creature_Rules_(Action)#Minion.2FVictim|Unnamed Character]] always pays 3 shots using this, but still take a [[Hit (Action)|Hit]] (which defeats it) on a roll of 6.
  
 
=== Cyborg Armor ===
 
=== Cyborg Armor ===
Line 27: Line 37:
  
 
=== Mind Backup  ===
 
=== Mind Backup  ===
Basic Action
+
Inherent
  
 
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, ignoring some mental damage.
 
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, ignoring some mental damage.
 
+
Add your [[Body (Action)|Body]] to your [[Mind (Action)|Mind]] attribute when soaking [[Damage Types (Action)#Psychic| psychic]] damage and to calculate the Outcome needed on [[Stunt_(Action)#Interaction_Stunts|Interaction Stunts]] that normally require an Outcome matching your [[Mind (Action)|Mind]]
Add your [[Body (Action)|Body]] to your [[Mind (Action)|Mind]] attribute when soaking [[Damage Types (Action)#Psychic| psychic]] damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.
+
for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.
  
 
=== Phat Armor ===
 
=== Phat Armor ===

Revision as of 10:27, 25 July 2023

ActionT4 logo
Templates for Action
Main article: Dodge (Action Powers)

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 1-3, you lose that number of additional shots due to strain. If the result is a six, you also take a Hit. An Unnamed Character always pays 3 shots using this, but still take a Hit (which defeats it) on a roll of 6.

Cyborg Armor

Inherent

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. With no armor mounted the hardpoints are visible and your body looks like an emaciated robot.

  • You can mount a human-like skin that passes for skin to most observation—effectively (Small) and gives 4 points of armor, giving you a Toughness equal to your Body +4.
  • 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 6 points of armor, giving you a Toughness equal to your Body +6.
  • 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 6 points of armor, giving you a Toughness equal to your Body +6. 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

Inherent

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, ignoring some mental damage. Add your Body to your Mind attribute when soaking psychic damage and to calculate the Outcome needed on Interaction Stunts that normally require an Outcome matching your Mind for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

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.