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

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=== Balance Wires ===
 
=== Balance Wires ===
Stance, ''work in progress''
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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]] 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.
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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 Impant===
 
Inherent
 
 
 
Pick one stance of the [[Technology Origin (Action)|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 (Action)|Spot]] checks against your skill.
 
  
 
===Cyborg Assimilation===
 
===Cyborg Assimilation===
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=== Exo Link ===
 
=== Exo Link ===
Stance
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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.
 
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.
 
=== Hardwiring ===
 
Basic Action
 
 
Hardwiring is a neural override that takes over your body and performs either an unarmed attack or one that uses a built-in cyber weapon. This attack uses a skill rating of 15, or your [[Maneuver (Action)|Maneuver]] skill rating if that is higher, instead of whatever skill it would normally be used with.
 
  
 
=== Prosthetics ===
 
=== Prosthetics ===
 
Basic Action
 
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 (Action)|Body]] equal to your [[Maneuver (Action)|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 (Action)|Melee]] attack that does damage equal to your  [[Maneuver (Action)|Maneuver]] skill. It doesn't work for whole-body maneuvers like general combat moves.
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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 (Action)|Body]] equal to your [[Maneuver (Action)|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 (Action)|Melee]] attack that does damage equal to your  [[Maneuver (Action)|Maneuver]] skill. It doesn't work for whole-body maneuvers or general combat moves.
  
 
===Subdermal Armor===
 
===Subdermal Armor===
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Subdermal armor is a cybernetic system that provides protection, but certain armors are also cumbersome.  
 
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
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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 one. The maximum armor rating is five. Typical drawbacks include the following; each can be taken several times.  
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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.
 
* Armor does not protect against one of the following types of damage: Disruption, Energy, Impact, or Physical.
 
* 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 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).
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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.
* 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.
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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.
* 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.
 
  
 
=== Subdermal Weapon ===
 
=== Subdermal Weapon ===

Revision as of 12:17, 31 May 2011

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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 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 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.

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 or general combat moves.

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.

Subdermal Weapon

Inherent

You have a weapon of Concealability Trenchcoat or less surgically implanted in your arm; you can hide or activate this weapon at any time.