Transmute Tech (Action Powers)

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Main article: Powers (Action)

Automated System

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

When you use another power, 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.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Bypass Security

Basic Action

One security system, surveillance device, lock, or trap will open and allow you to bypass it or otherwise not react to your presence for the rest of the round. This replaces the Secutity and Safecracking schticks and allows you to negate security at range (with normal range penalties), but the duration is only until the end of the round, after which the device resumes operation.

Common Platform

Trigger Action

When you use a power that normally only affects one target, you can use Common Platform to instead affect all willing targets within Mind meters. This does not work on stances or other powers that only affects yourself.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Conventional Technology

Inherent

Your powers do not register as such, instead appearing to be mundane technology. They can still be found with powers that detect mundane technology, but powers that specifically look for other powers will fail unless the searcher is actually touching the power's target (or is otherwise directly interacting with it).

Jury Rig

Basic Action or Limit Break

You make emergency repairs to a damaged or broken object. As a basic action, this will restore the function of a broken, but not completely destroyed object. It will perform as new for the rest of the scene, but thereafter behaves as normal. As a limit break, the repairs are more permanent. A completely destroyed device, shattered into obviously useless pieces, cannot be repaired this way.

Nanite Factory

Limit Break

You can personal gear out of either valuable raw materials or common trash, shaping and weaving matter to your specification. In this way you can create personal gear of any sophistication. If you used trash as raw material or lacked a blueprint to work from, the item will break down after a number of minutes equal to your Create roll. If you used good materials and either had a blueprint or made a Create roll sufficient to design the device, it lasts as long as a normal device would.

Power Battery

Inherent

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

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Power Capacitor

Trigger Action (Focus)

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

Reverse Engineering

Limit Break

By studying the effects of a power, you can understand its principles and replicate it.

Make a Create attack against the target's Dodge. You learn one of the target's powers and can use it for the rest of the session, and you can learn it normally later using experience points.

Note: Some Traditions don't give access to all powers. If you reverse engineer a power not normally available to your Tradition, you are out of luck. The same applies if the target does not have any powers.

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.