Repairing Touch [power]

Cost: 1CP per rank (1d6 of Repairing)
Activate: 1PP per d6 (By CL); standard action (touch)
Range: touch
Save: Fortitude (negates); Wisdom-based

You can repair mechanical, electronic, or Supertech Inventions, as well as machine life, by laying your hands on them. In the case of every-day machines that do not have HPs, the simpler the machine, the few dice required. Basic electrical devices, like toasters or ovens, need only one die. Anything with electronic components requires at least 2 dice. Anything with real computer-like capabilities―desktop machines, PDAs, cellular phones, mp3 players, etc.―requires at least 3 dice. You can repair electronic components but not software using this power. Alternatively, a mechanically complicated machine, like a car, requires at least 2 dice per major component, like the radiator or the brake system, for example. The GM will estimate these things on a case-by-case basis, but only in the case of machines that don’t have HPs.

Supertech is the most obvious Origin for this power, but you are not limited to it. You might have a psychic rapport with machines or have been imbued with a mystical affinity for them. As always, it’s up to you.

Enhancements

Enhancement: Ranged Repair
Cost:  2CP per 10 ft.

You can now repair machines at range. To do this, you must successfully hit your target with a ranged touch attack. Targets that are ambulatory (i.e., machine life) can elect to stand still and thus negate their own dodge bonuses, if any. You can repair at a distance of up to 10 feet for every rank in this power. You can take this enhancement 5 times. Its effect stacks.

 

Enhancement: Repair Software
Cost: 2CP

You can now return software to working order. This allows you to return the average personal computer to working order as if it all the software were freshly, and correctly, installed.

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