The Technological World
Table of Contents
| Strengths & Weaknesses | Restrictions | Examples of Modern Technology |
Definition: Any effect generated by a machine.
| Ease of Use | Most people are familiar with technology, and can identify what a gadget is and does. There's also a good chance they can use it, too. |
|---|---|
| Universal Foci | If you can pick up the weapon you can swing it or pull the trigger, and if the armor fits you can wear it. Fingerprint and retinal scanners may restrict some items, but most conventional technology is universal. |
| Do-It-Yourself | The smarter and more creative you are, the more creative your stuff can get. And you don't have to tell anyone, either. Most engineers come from a technical school, but self-taught and home schooling can produce quite the mechanical genius. |
| If you can build one, you can build a thousand. Cost and material restrictions may limit this, but it's true in general. Psycho-science devices may be mass produced, but they only work for the person who has the right mutant power. | |
| Availability | And even if you can't build it, if you've got the money and contacts you can get hold of it. People will be carrying the best weapons and armor they can get their hands on. |
| Active Point Limit | Most technological-based powers have a 45 active point limit: devices that exceed this are advanced cutting-edge technology, restricted heavy weapons or psycho-science. The first two will attract lots of attention, including the government, PRIMUS and VIPER. Players should have a good rationale and supporting skills when they exceed 45 active points with conventional technology. |
Psycho-science is a mutant power and follows the mutant power restrictions. Conventional technology is far more limited in what it can do.
| Skills | Skillchips a la Cyberpunk don't exist, but you can buy a 5-point skill level with Focus and Extra Time limitations and call it tools. |
|---|---|
| Transfer and Absorbtion are not possible, and most Drains & Suppresses have a chemical special effect. | |
| Mental Powers | Psionic enhancement (a la Cerebro, from X-Men) is possible, but the user must have inherent psionic abilities and the device can only double your natural power. Chemical-based psionic inhibitors (known as Sleeper drugs) exist but are highly illegal and their use is carefully monitored by both the government and civil-rights organizations. |
| Movement Powers | Teleportation and Tunneling are not possible. Flight is reaction-mass based. |
| Size Powers | Not possible. |
| Special Powers | Duplication, Skills, Multiform and Regeneration are not possible. Characteristics bought through a focus must have the limitation, 'Does Not Affect Figured Characteristics.' |
| Standard Powers | Clairsentience through time or dimensions, Density Increase, Desolidification, Extra-Dimensional Movement, FTL Travel, Shape Shift, Summon, and most Transforms are not possible. |
| Advantages |
|
| Limitations |
|
| Special Effects |
|
| Melee Weapons & Martial Arts |
The upper limit here is 30 active points (+6d6 HA or 2d6 HKA), but by adding Strength you can up to double this. |
|---|---|
| Ranged Weapons | Most of the weapons you'll encounter do a maximum of 9 Damage Classes. Special ammunition may give various Advantages (Armor Piercing, Explosive, etc.), but anything with a base cost over 45 active points counts as a Heavy Weapon. |
| Heavy Weapons & Explosives |
These weapons have no active point limit. On the down side, they're expensive, hard to obtain and attract a lot of attention. PRIMUS will generally send a squad of FIST Power Armor to recover any reported heavy weapon, arriving in a few minutes. Expect to be hassled if you display weapons of this magnitude. |
| Defenses | I will use the coverage chart if you want it, but not the real armor or weight limitations. |
| Common Material Defense | This is a list of how hard various things are. See the Defenses section for armor examples. |
| Chemical, Biological, Genomorphic, and Other Weapons of Mass Destruction | Most of these have been outlawed by international conventions. Any hint or threat of using them invites massive retaliation by the government, PRIMUS, UNTIL, and just about every known hero on the planet. |
| Vehicles | Pretty much like they are today, though force-bubble 'airbags' have reduced auto fatalities by around 40%. The space shuttle is very active and orbital lifts are on the verge of becoming practical. Dr. Destroyer has been instrumental in the development of space technology. |
| Bases | As in real life, they come in all shapes and sizes. Danger rooms are more on the order of hardened gymnasiums than holographic & full sensory-input. Holodecks aren't possible except via psycho-science. |
| Computers | Computers with an EGO stat aren't possible, but you can get some pretty intelligent programs. There is no technical limit to the number of programs a computer can have running at once, but anyone who's run more than a dozen programs knows there's a practical limit. |
| TURTLE Armor | This is about the best publicly available power armor around. FIST and Iron Guard armors are better but not by a whole lot. Home-built power armor that isn't psycho-science won't be any better. |
| SENTINALS | The first generation power armor suits are out there, hunting mutants and making the world safe for humankind. They've got the 45 active point limit, but they've got a lot of 45-point abilities. Worry. |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |