Difference between revisions of "Anti Nanomagic"

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{{Basepower|name=Anti Nanomagic|desc=Who likes nanites? Apparently, not you. Your discordant signal shuts down most transponding nanites within twenty feet of yourself, disabling nanomagic entirely, and making most mutants uncomfortable. Within this range, it is considered to be 'out of bubble'. If a nanite magician with reinforcing is present, your programs conflict. Each +dice 1d20. You may add 5 per hero point. Winner take all. A fresh roll is required per hour if the two opposing forces remain in range. This program is on whenever the user wants, but while on, no other nanomagic can be used(for obvious reasons).|powertype=Toggle, Nanomagic|target=Enemy AoE Spread|energy=1.5|charge=500|cooldown=2000|accuracy=75%|secondarydamageamount=0|secondarydamagetype=Healing|Status=100% chance of StatusBoostdebuff at magnitude 20 for 2 rounds.<br>100% chance of HealGaindebuff at magnitude 20 for 2 rounds.<br>100% chance of DamageBuffdebuff at magnitude 20 for 2 rounds.<br>|Upgrades=}}[[Category:Hostile base powers]]
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{{Basepower|name=Anti Nanomagic|desc=Who likes nanites? Apparently, not you. Your discordant signal shuts down most transponding nanites within twenty feet of yourself, disabling nanomagic entirely and making most mutants uncomfortable. Within this range, it is considered to be 'out of bubble'. If a nanite magician with regulation is present, your programs conflict, requiring each to roll +dice 1d20. You may add 5 per hero point. The winner takes all. A fresh roll is required per hour if the two opposing forces remain in range. This program is on whenever the user wants, but while on, no other nanomagic can be used (for obvious reasons).<br>-<br>Important note: Unlike actually being out of range of an offsite computer, nanites can still perform emergency duties. Involuntary survival programs will operate, up to and including emergency location and monitoring. The user must also concentrate to maintain the effect, and anything that breaks that concentration, such as being set on fire by a flamethrower, will end it.|powertype=Toggle, Nanomagic|target=Large Enemy AoE|energy=1.5|charge=500|cooldown=2000|accuracy=75%|damageamount=0|damagetype=Electricity|Status=100% chance of totalchangeimmunity at magnitude 1 for 2 rounds.<br>100% chance of SexualImmunity at magnitude 1 for 2 rounds.<br>100% chance of Nanite at magnitude -15 for 2 rounds.<br>|Upgrades=|secondpowertype=Buff|seconddamageamount=0|seconddamagetype=Healing|secondtarget=Large AoE Ally|secondStatus=100% chance of totalchangeimmunity at magnitude 1 for 2 rounds.<br>100% chance of SexualImmunity at magnitude 1 for 2 rounds.<br>100% chance of Nanite at magnitude -15 for 2 rounds.<br>}}[[Category:Base powers with secondary effects]][[Category:Nanite inflicting base powers]][[Category:Sexualimmunity inflicting base powers]][[Category:Totalchangeimmunity inflicting base powers]][[Category:Toggle base power]][[Category:AoE base power]][[Category:Hostile base powers]][[Category:Nanomagic]]

Latest revision as of 00:01, 5 November 2024

Anti Nanomagic stats
Type Toggle, Nanomagic Target Large Enemy AoE
Description Who likes nanites? Apparently, not you. Your discordant signal shuts down most transponding nanites within twenty feet of yourself, disabling nanomagic entirely and making most mutants uncomfortable. Within this range, it is considered to be 'out of bubble'. If a nanite magician with regulation is present, your programs conflict, requiring each to roll +dice 1d20. You may add 5 per hero point. The winner takes all. A fresh roll is required per hour if the two opposing forces remain in range. This program is on whenever the user wants, but while on, no other nanomagic can be used (for obvious reasons).
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Important note: Unlike actually being out of range of an offsite computer, nanites can still perform emergency duties. Involuntary survival programs will operate, up to and including emergency location and monitoring. The user must also concentrate to maintain the effect, and anything that breaks that concentration, such as being set on fire by a flamethrower, will end it.
Cooldown 2000 Charge time 500
Energy 1.5 Accuracy 75%
Damage 0 Electricity at level 0
Statuses
100% chance of totalchangeimmunity at magnitude 1 for 2 rounds.
100% chance of SexualImmunity at magnitude 1 for 2 rounds.
100% chance of Nanite at magnitude -15 for 2 rounds.
Training Upgrades
Secondary Effects
Secondary Damage 0 Healing at level 0
Secondary Type Buff Secondary Target Large AoE Ally
Secondary Statuses
100% chance of totalchangeimmunity at magnitude 1 for 2 rounds.
100% chance of SexualImmunity at magnitude 1 for 2 rounds.
100% chance of Nanite at magnitude -15 for 2 rounds.

Anti Nanomagic/Extra Notes Edit notes

Mutant powers Based on this power: