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

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m (Balance Wires)
(Lots of powers)
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Cybernetic enhancements for the inner ear and enhanced neural receptors for spatial awareness give you the ability to roll with the hardest of punches and dance on razor wires. You get a +2 bonus to [[Dodge (Action)|Dodge]] and [[Maneuver (Action)|Maneuver]] until you fail a roll or an opponent succeeds on an opposed roll involving either of these skills. These skill bonuses do not stack with other skill bonuses.
 
Cybernetic enhancements for the inner ear and enhanced neural receptors for spatial awareness give you the ability to roll with the hardest of punches and dance on razor wires. You get a +2 bonus to [[Dodge (Action)|Dodge]] and [[Maneuver (Action)|Maneuver]] until you fail a roll or an opponent succeeds on an opposed roll involving either of these skills. These skill bonuses do not stack with other skill bonuses.
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=== Cyborg Metabolism ===
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Inherent
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 +
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 effect on your metabolism.
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=== Exo Link ===
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Inherent
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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.
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=== Machine Mind Immunity ===
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Inherent
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You are immune to stunts and powers targeting your [[Charm (Action)|Charm]] or [[Impress (Action)|Impress]]. You are also unable to use these skills.
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=== Mind Backup  ===
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Stance
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Add your [[Body (Action)|Body]] to your [[Mind (Action)|Mind]] attribute when soaking [[Damage Types (Action)#Psychic| psychic]] damage.
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===Subdermal Armor===
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Inherent
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Subdermal armor is a cybernetic system that provides protection, but certain armors are also cumbersome.
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Basic subdermal armor gives two points of protection.
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You can add additional protection by accepting drawbacks when installing subdermal armor. Each drawback increases armor protection by two. The maximum armor rating is eight. Typical drawbacks include the following; each can be taken several times.
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* You invest an additional schtick in this power.
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* Armor does not protect against one of the following types of damage: Disruption, Energy, Impact, or Physical.
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* Armor is obvious and visible.
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* Armor gives a -1 Reflex penalty.
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* Armor is ablative. Each time you take a Hit from an attack the armor protects against, the protective value of the armor is reduced by two. The armor repairs itself between fights. Unnamed characters cannot take this.
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* Armor is reactive. Each time you take any damage from an attack the armor protects against, even if the attack does not penetrate, the protective value of the armor is reduced by one. The armor repairs itself between fights. Unnamed characters cannot take this.

Revision as of 22:15, 27 December 2012

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Main article: Dodge (Action Powers)

Balance Wires

Stance

Cybernetic enhancements for the inner ear and enhanced neural receptors for spatial awareness give you the ability to roll with the hardest of punches and dance on razor wires. You get a +2 bonus to Dodge and Maneuver until you fail a roll or an opponent succeeds on an opposed roll involving either of these skills. These skill bonuses do not stack with other skill bonuses.

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 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.

Machine Mind Immunity

Inherent

You are immune to stunts and powers targeting your Charm or Impress. You are also unable to use these skills.

Mind Backup

Stance

Add your Body to your Mind attribute when soaking psychic damage.

Subdermal Armor

Inherent

Subdermal armor is a cybernetic system that provides protection, but certain armors are also cumbersome.

Basic subdermal armor gives two points of protection.

You can add additional protection by accepting drawbacks when installing subdermal armor. Each drawback increases armor protection by two. The maximum armor rating is eight. Typical drawbacks include the following; each can be taken several times.

  • You invest an additional schtick in this power.
  • Armor does not protect against one of the following types of damage: Disruption, Energy, Impact, or Physical.
  • Armor is obvious and visible.
  • Armor gives a -1 Reflex penalty.
  • Armor is ablative. Each time you take a Hit from an attack the armor protects against, the protective value of the armor is reduced by two. The armor repairs itself between fights. Unnamed characters cannot take this.
  • Armor is reactive. Each time you take any damage from an attack the armor protects against, even if the attack does not penetrate, the protective value of the armor is reduced by one. The armor repairs itself between fights. Unnamed characters cannot take this.