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

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<noinclude>{{Action Power Templates}}{{main|Dodge (Action Powers)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Dodge (Action Powers)}}{{tocright}}</noinclude>
  
=== Balance Wires ===
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=== Automaton ===
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Inherent
 +
 
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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]].
 +
 
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=== Combat Wiring ===
 
Stance
 
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 (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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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.
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Each time you take a Basic Action that uses [[Shapeshift_(Action_Powers_Technique)|Maneuver]] or [[Imbue_(Action_Powers_Technique)|Melee]],
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roll 1d6. This becomes the shot cost of the Basic Action (instead of the usual 3 shots).
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If the result is a 1, you also take a [[Hit (Action)|Hit]] from strain.
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An [[Creature_Rules_(Action)#Minion.2FVictim|Unnamed Character]] always pays 3 shots using this, but still takes a [[Hit (Action)|Hit]] (which defeats it) on a roll of 1.
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=== Cyborg Armor ===
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Limit Break
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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.  
 +
Changing armor is a Limit Break, and the effect then lasts until you use it again.
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* With no armor mounted you gain no [[Toughness (Action)|Toughness]] bonus, the hardpoints are visible, and you look like an emaciated robot.
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* You can mount a '''human-like skin''' that passes for skin to most observation—effectively ([[Items_(Action)#Small|Small]]) and gives 2 points of armor, giving you a [[Toughness (Action)|Toughness]] equal to your [[Body (Action)|Body]] +2.
 +
* 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  ([[Items_(Action)#Medium|Medium]]). You gain 5 points of armor, giving you a [[Toughness (Action)|Toughness]] equal to your [[Body (Action)|Body]] +5.
 +
* You can mount '''cyborg armor'''. Your size and bulk increases, making it basically impossible for you to pretend to be a baseline human—effectively ([[Items_(Action)#Large|Large]]). You gain 5 points of armor, giving you a [[Toughness (Action)|Toughness]] equal to your [[Body (Action)|Body]] +5. This also gives you the [[Items_(Action)#Powered|Powered]] armor ability, increasing your [[Body (Action)|Body]] by +2, which stacks with the [[Toughness (Action)|Toughness]] bonus.
  
 
=== Cyborg Metabolism ===
 
=== Cyborg Metabolism ===
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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.
 
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 (Action)|Charm]] or [[Impress (Action)|Impress]]. You are also unable to use these skills. You are vulnerable to [[Dispel_(Action_Powers_Technique)#Spurious_Logic|Spurious Logic]].
 
  
 
=== Mind Backup  ===
 
=== Mind Backup  ===
 
Basic Action
 
Basic Action
  
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.
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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.
 
+
You can use this to negate any charm, mind control, or [[Setback (Action)|Setback]] that affects your actions or mental state.
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.
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You can take this Basic Action anytime, even if you would normally be prevented from doing so.
  
===Subdermal Armor===
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=== Phat Armor ===
 
Inherent
 
Inherent
  
Subdermal armor is a cybernetic system that provides protection, but certain armors are also cumbersome.
+
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 [[Items_(Action)#Tiny|Tiny]]. You gain 2 points of armor, giving you a [[Toughness (Action)|Toughness]] equal to your [[Body (Action)|Body]] +2.
 
 
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.
 

Latest revision as of 10:20, 10 August 2023

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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 a 1, you also take a Hit from strain. An Unnamed Character always pays 3 shots using this, but still takes a Hit (which defeats it) on a roll of 1.

Cyborg Armor

Limit Break

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. Changing armor is a Limit Break, and the effect then lasts until you use it again.

  • With no armor mounted you gain no Toughness bonus, the hardpoints are visible, and you look like an emaciated robot.
  • You can mount a human-like skin that passes for skin to most observation—effectively (Small) and gives 2 points of armor, giving you a Toughness equal to your Body +2.
  • 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 5 points of armor, giving you a Toughness equal to your Body +5.
  • 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 5 points of armor, giving you a Toughness equal to your Body +5. 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

Basic Action

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. You can use this to negate any charm, mind control, or Setback that affects your actions or mental state. You can take this Basic Action anytime, even if you would normally be prevented from doing so.

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.