Techno Nanomagic

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Techno Nanomagic stats
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 +dice 1d20, add double your design (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. Add 10 if a hero point is spent. The target is as follows.
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Repairing a device (permanently) that needs no spare parts: 5
Repairing (permanently) broken parts that would normally not be repairable (capacitors, etc): 10
Operate a small device (temporary) that has some parts missing: 15 (and a builder vial)
Operate a large device (temporary) that is missing key components: 20 (two builder vials and a hero point)
Run a major device (temporary) that requires multiple systems, with missing/broken components (eg, car. Note, would still need fuel): 30 (ten builder vials and four hero points)
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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 Energy 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
Energy by -0.125
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: