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

From Action
Jump to navigation Jump to search
m (→‎EMP Burst: format)
m (wk)
 
(12 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 +
 +
=== Autodoc ===
 +
Inherent
 +
 +
You automatically stabilize after a [[Damage_(Action)#Mortal_Wound|Mortal Wound]].
 +
When you [[Stunt_(Action)#Buying_Time|loose shots]], the shot loss is reduced to just one.
 +
You can use [[Know (Action)|Know]] instead of [[Body (Action)|Body]] to resist [[Damage_Types_(Action)#Biological|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 [[Curse (Action)|curses]]). But this data can be stolen, in which case the Autodoc can lower your effective [[Body (Action)|Body]] and [[Mind (Action)|Mind]] to zero when resisting damage and effects.
  
 
=== Cyber Secretary ===
 
=== Cyber Secretary ===
 
Inherent
 
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.
+
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.
 +
 
 +
{{: Meta Power (Action)}}
  
 
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.
 
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===
+
=== Electro-Magnetic Pulse ===
 
{{Dispeltime}}
 
{{Dispeltime}}
  
You can dispel any power of the [[Technology Origin (Action)|Technology]] origin or that affects a [[Robots_(Action_Creatures)|Robot]].
+
{{: Meta Power (Action)}}
  
 
=== Electronic Warfare ===
 
=== Electronic Warfare ===
Stance or Basic Action
+
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.
  
The Electronic Warfare Package comes with advanced encoding/decryption systems, homers, jammers and ECM systems. It allows you to disrupt ranged communicative [[Detect Tech (Action Powers)|Detect Technology]] powers, eavesdrop on the radio communications of others, and to jam technological surveillance devices.  
+
A Basic Action can roughly locate radios within a few kilometers and and eavesdrop on them with an opposed [[Know (Action)|Know]] roll. The range depends heavily on the amount of electronic clutter in the air.
  
A character running an EW pack is immune to electronic detection or eavesdropping (even to that of another EW Pack user). A Basic Action can roughly locate radios within a few kilometers and and eavesdrop on them with an opposed [[Know (Action)|Know]] roll. The range depends heavily on the amount of electronic clutter in the air.
+
{{: Meta Power (Action)}}
  
 
=== Mask ===
 
=== Mask ===
 
Inherent
 
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.
+
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.
=== Mind Backup  ===
 
Stance
 
 
 
Add your [[Body (Action)|Body]] to your [[Mind (Action)|Mind]] attribute when soaking [[Damage Types (Action)#Psychic| psychic]] damage.
 
 
 
=== Tactical Computer ===
 
Inherent
 
  
You have a tactical computer that handles mundane chores in a tactical situation. Each round, you can use one Stance without any shot cost.
+
{{: Meta Power (Action)}}

Latest revision as of 10:58, 23 May 2018

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

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.