Difference between revisions of "Electric Nanomagic"

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{{Basepower|name=Electric Nanomagic|desc=Nanites can produce great amounts of energy in a small space. Directing them carefully, you can power devices, or simply direct a great burst of power at things you don't like. To power things with functioning batteries is easiest, while things that need constant, regulated, power are the most difficult. To determine if it is done safely, +dice 1d20, add twice your installation score. Add 10 if a hero point is spent. The target is as follows:%r-%rFunctioning small device with battery: 5%rFunctioning small device without battery: 7%rRecharge car battery: 10%rPowering a large object without batteries: 15%rLights in a single story of building: 15(And a builder vial)%rLighting a small building: 20(and two vials, and a hero point),%rLighting a large building: 25(3 vials, hero point)%rA city block: 35(15 vials, 4 hero points, don't mess it up)%r-%rPowered objects remain powered for up to an hour per use.|powertype=|target=|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=|Status=|Upgrades=}}[[Category:Hostile base powers]]
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{{Basepower|name=Electric Nanomagic|desc=Nanites can produce great amounts of energy in a small space. Directing them carefully, you can power devices, or simply direct a great burst of power at things you don't like. To power things with functioning batteries is easiest, while things that need constant, regulated, power are the most difficult. To determine if it is done safely, +dice 1d20, add twice your installation score. Add 10 if a hero point is spent. The target is as follows:<br>-<br>Functioning small device with battery: 5<br>Functioning small device without battery: 7<br>Recharge car battery: 10<br>Powering a large object without batteries: 15<br>Lights in a single story of building: 15(And a builder vial)<br>Lighting a small building: 20(and two vials, and a hero point),<br>Lighting a large building: 25(3 vials, hero point)<br>A city block: 35(15 vials, 4 hero points, don't mess it up)<br>-<br>Powered objects remain powered for up to an hour per use.|powertype=|target=|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=|Status=|Upgrades=}}[[Category:Hostile base powers]]

Revision as of 15:05, 6 May 2012

Electric Nanomagic stats
Type Target
Description Nanites can produce great amounts of energy in a small space. Directing them carefully, you can power devices, or simply direct a great burst of power at things you don't like. To power things with functioning batteries is easiest, while things that need constant, regulated, power are the most difficult. To determine if it is done safely, +dice 1d20, add twice your installation score. Add 10 if a hero point is spent. The target is as follows:
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Functioning small device with battery: 5
Functioning small device without battery: 7
Recharge car battery: 10
Powering a large object without batteries: 15
Lights in a single story of building: 15(And a builder vial)
Lighting a small building: 20(and two vials, and a hero point),
Lighting a large building: 25(3 vials, hero point)
A city block: 35(15 vials, 4 hero points, don't mess it up)
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Powered objects remain powered for up to an hour per use.
Cooldown 0 Charge time 0
Energy 0 Accuracy 75%
Damage 0 at level 0
Statuses
Training Upgrades
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

Electric Nanomagic/Extra Notes Edit notes

Mutant powers Based on this power: