Techno Nanomagic: Difference between revisions
From Flexible Survival
Jump to navigationJump to search
No edit summary |
No edit summary Tag: Manual revert |
||
| (44 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
{{Basepower|name=Techno Nanomagic|desc=Using nanites to fake magic of being a technical god? Ha! Machines seem to operate faster, break down less and in general work above and beyond their original design specs. Whether it's a thump on a display, a patting of a modem, technology just seems to suddenly work again. Note: You cannot supply power with this, although this would synergize well with Electric Nanomagic. All rolls for this are | {{Basepower|name=Techno Nanomagic|desc=Using nanites to fake magic of being a technical god? Ha! Machines seem to operate faster, break down less and in general work above and beyond their original design specs. Whether it's a thump on a display, a patting of a modem, technology just seems to suddenly work again. Note: You cannot supply power with this, although this would synergize well with Electric Nanomagic. All rolls for this are Academics+Design (Academics+Computer if you are dealing with a computer system, the average of the two if you are working with a system that uses computer and non-computer parts, eg. cars) skill to the roll. You can spend a single Hero Point to halve the Target. The target is as follows.<br>-<br>Repairing a device (permanently) that needs no spare parts: 4<br>Repairing (permanently) broken parts that would normally not be repairable (capacitors, etc): 6<br>Operate a small device (temporary) that has some parts missing: 8 (and 100 ng of builder nanites)<br>Operate a large device (temporary) that is missing key components: 10 (200 ng builder nanites and a hero point)<br>Run a major device (temporary) that requires multiple systems, with missing/broken components (eg. car, though it would still need fuel): 12 (1000 ng builder nanites and four hero points)<br>-<br>Devices with parts missing will cease to operate if you leave the vicinity/area (and will break down again, possibly causing damage to themselves or other things).|powertype=Toggle, Nanomagic|target=Self NoAoE|energy=0.25|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Electricity|Status=100% chance of MechanicalSalvage at magnitude 3 for 100 rounds.<br>100% chance of ElectronicSalvage at magnitude 3 for 100 rounds.<br>|Upgrades=ElectronicSalvageMag by 2<br>MechanicalSalvageMag by 2}}[[Category:Electronicsalvage inflicting base powers]][[Category:Mechanicalsalvage inflicting base powers]][[Category:Toggle base power]][[Category:Friendly base powers]][[Category:Nanomagic]] | ||
Latest revision as of 02:08, 15 May 2025
| Type | Toggle, Nanomagic | Target | Self NoAoE |
|---|---|---|---|
| Description | Using nanites to fake magic of being a technical god? Ha! Machines seem to operate faster, break down less and in general work above and beyond their original design specs. Whether it's a thump on a display, a patting of a modem, technology just seems to suddenly work again. Note: You cannot supply power with this, although this would synergize well with Electric Nanomagic. All rolls for this are Academics+Design (Academics+Computer if you are dealing with a computer system, the average of the two if you are working with a system that uses computer and non-computer parts, eg. cars) skill to the roll. You can spend a single Hero Point to halve the Target. The target is as follows. - Repairing a device (permanently) that needs no spare parts: 4 Repairing (permanently) broken parts that would normally not be repairable (capacitors, etc): 6 Operate a small device (temporary) that has some parts missing: 8 (and 100 ng of builder nanites) Operate a large device (temporary) that is missing key components: 10 (200 ng builder nanites and a hero point) Run a major device (temporary) that requires multiple systems, with missing/broken components (eg. car, though it would still need fuel): 12 (1000 ng builder nanites and four hero points) - Devices with parts missing will cease to operate if you leave the vicinity/area (and will break down again, possibly causing damage to themselves or other things). | ||
| Cooldown | 0 | Charge time | 0 |
| Energy | 0.25 | Accuracy | 75% |
| Damage | 0 Electricity at level 0 | ||
| Statuses | |||
| 100% chance of MechanicalSalvage at magnitude 3 for 100 rounds. 100% chance of ElectronicSalvage at magnitude 3 for 100 rounds. | |||
| Training Upgrades | |||
| ElectronicSalvageMag by 2 MechanicalSalvageMag by 2 | |||
| Secondary Effects | |||
| Secondary Damage | No damage at level 0 | ||
| Secondary Type | None | Secondary Target | None |
| Secondary Statuses | |||
| No Secondary Statuses | |||
Techno Nanomagic/Extra Notes Edit notes
Mutant powers Based on this power: <css>
- content table.wikitable{
border: 0; margin: -1.1em 0 0 -12px; }
- content table.wikitable th, #content table.wikitable td {
border: 0; background: transparent; } table.wikitable ul { margin-top: 0; }
</css>