Machine Manipulation:
Machine manipulation [Major] by Iczer
'You see a child's toy. I see...innovation'
The character can cause sudden and massive alterations to nearby machines, seizing their potential, and evolving them far beyond their initial purpose.
1) Proxy Limb: By guesturing at a nearby machine and expending 3 actions, the character can cause that machine to build an arm. The arm extends, tendril like outwards and obeys the character's mental directions. The machine in question loses 15% of it's SDC forming the arm (It goes into the limb) and is roughly 6 inches long for every 5 SDC. The tendril has an AR equal to the donor machine, and a PS equal to 10, plus 2 for every foot of length it has (superhuman). It inflicts 2D6 damage with a whip or claw like strike, and has +2 to strike and disarm. After creation, it attacks as directed by the creator, but each attack uses one from the creator's. The limb is a permanent growth. Cyborgs, who are very intimately connected to their hardware may make a saving throw to resist this transformation, and can make a new saving throw each round to control the limb (14+ ME bonuses apply) machines must weigh less than one ton per level for this to function.
2) Disable machine: The character can cause a machine to twist itself up and become basically unworkable. A device subjected to this ability losees a fraction of it's accuracy and relaibility. The character expends an action and a chosen machine within 60 feet becomes less workable, losing 5% of it's functionality per level of the character. Vehicles inflict a -5% per level penalty on relevant piloting skills, weapons have a -1 to strike per level. Other items are affected as needs required. ( A calculator may develop a 5% error margin. a ceiling fan 5% slower.) the changes remain until repaired, but any repair checks have a -5% per level penalty to them.
3) Grow legs: A machine grows legs at the characters command. The character expends 3 actions and targets a machine within 60 feet. the machine in question grows 4 legs (or three or six etc). the legs have 20% of the machine's SDC (Split evenly) and the machine acquires a Spd score of 10 per level (+50% if the character is actually riding the thing).
4) Break:The character inflicts double damage to machines with melee attacks.
5) Grow weapon: The character can cause any machine he touches to sprout a weapon. It takes 2 actions to do so, with the machine in question losing 10% of it's SDC in it's construction. The weapon is not animate in and of itself, and will not fire unless physically touched and directed by the character.
- A small weapon, inflicts 3D6 damage out to 120 feet, losing 1SDC per shot fired.
- A Large weapon inflicts 5d6 damage out to 250 feet, losing 3 SDC per shot fired.
- A small burst fire weapon inflicts 2d6 damage per shot, but fires a short burst for 2 SDC, or a medium burst for 4 SDC.
- A large burst weapon inflicts 4D6 damage per shot, but fires short bursts for 7 SDC or long bursts for 12 SDC
6) Jury Rig: the character can repair machines by expending 3 actions and concentrating on a single machine. This repairs 4D6 SDc to the machine in question, but alters it radically as it does so. every 30SDC of repairs degrades the machine by 5% in relaiability, speed and quality, as it reforms and reshapes to work, taking parts from places where they may already be needed. The relaibility can be repaired with the relevant skills with a -5% for every 30SDC already repaired.