Counter NanoMagic: Difference between revisions
From Flexible Survival
Jump to navigationJump to search
Auto update |
Auto update |
||
| Line 1: | Line 1: | ||
{{Basepower|name=Counter Nanomagic|desc=Of the same discipline, and requiring, anti nanomagic, this program allows the user to employ greater finesse, specifically affecting out a single person or nanomagic effect. No roll is required unless the victim spends a hero point, which then gives both side a nano magic +dice of 1d20. Hero points may be spent for +5 to this roll. A failed attempt to counter cannot be repeated for a minute. A successful counter remains for an hour, or at least a minute(if the victim spends a hero point for a new roll). A nanomagic effect is canceled immediately, a person is treated as 'out of bubble' for the duration. Note that it isn't a fire and forget ability. It does require some concentration to maintain the interuption signal, just like Anti Nanomagic.|powertype=Debuff, Nanomagic|target=Single Enemy NoAoE|energy=15|charge=500|cooldown=10000|accuracy=75%|damageamount=0|damagetype= | {{Basepower|name=Counter Nanomagic|desc=Of the same discipline, and requiring, anti nanomagic, this program allows the user to employ greater finesse, specifically affecting out a single person or nanomagic effect. No roll is required unless the victim spends a hero point, which then gives both side a nano magic +dice of 1d20. Hero points may be spent for +5 to this roll. A failed attempt to counter cannot be repeated for a minute. A successful counter remains for an hour, or at least a minute(if the victim spends a hero point for a new roll). A nanomagic effect is canceled immediately, a person is treated as 'out of bubble' for the duration. Note that it isn't a fire and forget ability. It does require some concentration to maintain the interuption signal, just like Anti Nanomagic.|powertype=Debuff, Nanomagic|target=Single Enemy NoAoE|energy=15|charge=500|cooldown=10000|accuracy=75%|damageamount=0|damagetype=Electricity|Status=100% chance of NaniteDebuff at magnitude 3 for 10 rounds.<br>|Upgrades=Charge by -250<br>Cooldown by -1700<br>Energy by -3.75<br>NaniteDebuffDuration by 3<br>NaniteDebuffMag by 2}}[[Category:Nanitedebuff inflicting base powers]][[Category:Hostile base powers]][[Category:Nanomagic]] | ||
Revision as of 00:18, 4 January 2017
| Type | Debuff, Nanomagic | Target | Single Enemy NoAoE |
|---|---|---|---|
| Description | Of the same discipline, and requiring, anti nanomagic, this program allows the user to employ greater finesse, specifically affecting out a single person or nanomagic effect. No roll is required unless the victim spends a hero point, which then gives both side a nano magic +dice of 1d20. Hero points may be spent for +5 to this roll. A failed attempt to counter cannot be repeated for a minute. A successful counter remains for an hour, or at least a minute(if the victim spends a hero point for a new roll). A nanomagic effect is canceled immediately, a person is treated as 'out of bubble' for the duration. Note that it isn't a fire and forget ability. It does require some concentration to maintain the interuption signal, just like Anti Nanomagic. | ||
| Cooldown | 10000 | Charge time | 500 |
| Energy | 15 | Accuracy | 75% |
| Damage | 0 Electricity at level 0 | ||
| Statuses | |||
| 100% chance of NaniteDebuff at magnitude 3 for 10 rounds. | |||
| Training Upgrades | |||
| Charge by -250 Cooldown by -1700 Energy by -3.75 NaniteDebuffDuration by 3 NaniteDebuffMag by 2 | |||
| Secondary Effects | |||
| Secondary Damage | No damage at level 0 | ||
| Secondary Type | None | Secondary Target | None |
| Secondary Statuses | |||
| No Secondary Statuses | |||
Counter 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>