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

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(Subdermal Armor)
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===Subdermal Armor===
 
===Subdermal Armor===
Stance
+
Inherent
{{:Armor (Action Powers)}}
+
 
 +
Subdermal armor is a cybernetic system that provides protection, but certain armors are also cumbersome.
 +
 
 +
The basic subdermal armor gives one point of protection but is not cumulative with armor worn
 +
 
 +
You can add additional protection by accepting drawbacks when installing subdermal armor. Each drawback increases armor protection by one. The maximum armor rating is five. Typical drawbacks include the following; each can be taken several times.
 +
 
 +
* Armor does not protect against one of the following types of damage: Disruption, Energy, Impact, or Physical.
 +
* Armor gives a -1 Reflex penalty.
 +
* Armor has a weak angle and does not protect against attacks from the rear (or one other angle, as appropriate).
 +
* 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. Does not apply to unnamed characters.
 +
* 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. Does not apply to unnamed characters.

Revision as of 11:29, 5 April 2008

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Templates for Action

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 for the rest of the round or 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 Impant

Inherent

Pick one stance of the Technology Origin. That stance is installed in a surgically implanted device, and the power of the stance becomes inherent. Cybernetic implants can be subtle or discrete as a matter of style, but they can always be detected by sensors and with successful Spot checks against your skill.

Cyborg Assimilation

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.

You can only assume the form on a Robot with this version of the power.

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 air, such as underwater or in a vacuum. You can eat and drink any form of biological material and survive.

Prosthetics

Basic Action

You have an artificial limb of great strength. This can be either an arm, two legs, or some smaller body part such as a hand, jaws, or similar. When you concentrate in the use of this limb, you are very strong, with a Body equal to your Maneuver skill. This is great for specific tasks such as breaking down doors, bending iron bars, hanging on to the outside of moving vehicles and so on. You can also make a specific Melee attack that does damage equal to your Maneuver skill. It doesn't work for whole-body maneuvers like general combat moves.

Subdermal Armor

Inherent

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

The basic subdermal armor gives one point of protection but is not cumulative with armor worn

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

  • Armor does not protect against one of the following types of damage: Disruption, Energy, Impact, or Physical.
  • Armor gives a -1 Reflex penalty.
  • Armor has a weak angle and does not protect against attacks from the rear (or one other angle, as appropriate).
  • 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. Does not apply to unnamed characters.
  • 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. Does not apply to unnamed characters.