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

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(Technomancy)
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''You have learned to harness the power of technology, combining it with your other powers.''
 
''You have learned to harness the power of technology, combining it with your other powers.''
  
You must have an [[Power Rules (Action)# Origin |Origin]] other than [[Technology Origin (Action)|Technology]] to take this power. You now have both your old origin and the [[Technology Origin (Action)|Spiritual]] origin; your powers count as both origins when determining what other powers can affect them.
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You must have an [[Power Rules (Action)#Origin |Origin]] other than [[Technology Origin (Action)|Technology]] to take this power. You now have both your old origin and the [[Technology Origin (Action)|Technology]] origin; your powers count as both origins when determining what other powers can affect them.

Revision as of 14:35, 26 January 2010

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Main article: Powers (Action)

Automated System

Automated targeting system... Active...
Basic Action

When you use another power of the Technology origin, you can base any roll or stunt using that power on your Create skill instead of whatever skill the power would normally be based on. This power ends at the end of the round or when you move.

Common Platform

Trigger Action

When you use a power of the Technology origin that normally only affects one target, you can use Common Platform to instead affect all willing targets within Mind meters. Unwilling in this area can choose not to be affected. This does not work on stances or other powers that only affects yourself.

Power Battery

Inherent

You have a battery that contains an extra Fortune point that you can only use with powers of the Technology origin. This replenishes at the end of each session. You can take this power several times to gain additional Fortune points.

Power Capacitor

Trigger Action (Focus)

Once per session you can use this power to focus, regardless of other circumstances.

Simple Gadget

Basic Action

Your powers are used on gadgets that are simple to use, even if the technology behind them is incredibly complex. You can use this power to give away and explain the use of a particular power. You lose the power in question, and whoever you gave it to gains it instead and can use it as long as he keeps the gadget or until the end of the story. You regain the power if you regain the gadget, or you can replace it at the end of a story.

Technomancy

Inherent

You have learned to harness the power of technology, combining it with your other powers.

You must have an Origin other than Technology to take this power. You now have both your old origin and the Technology origin; your powers count as both origins when determining what other powers can affect them.