Shapeshift Tech (Action Powers)

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Revision as of 10:09, 5 April 2008 by Starfox (talk | contribs) (Prosthetics)
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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 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.

= 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 Melle attack that does damage equal to your Maneuver skill. It doesn't work for whole-body maneuvers like general combat moves.