Illusion Nanomagic
From Flexible Survival
Type | Debuff | Target | Enemy AoE |
---|---|---|---|
Description | By manipulating nanites to create impressions on the senses of those around you, you can form frighteningly realistic illusions that can deceive one or more senses. Targets must be nanite infected, but, it would be more of a challenge to find someone clean of nanites, making this a non issue. Out of combat, you can deceive one or two senses at a time effortlessly, all five with a hero point. Those who wish to disbelieve may +dice 1d20 and must score 11 or higher to spot a fault in the senses provided, or spend a hero point(Which counts as a successful roll). Victims who also have this technique known get a +5 to the roll. - Important note: Your continued presence and participation is required for non static sensations. An illusion of a person could, at best, continue sitting or standing, perhaps typing, but would not react to being prodded or spoken to, nor be witnessed by new people that enter the scene since you left. | ||
Cooldown | 14000 | Charge time | 800 |
Energy | 10 | Accuracy | 75% |
Damage | 1 Energy at level 0 | ||
Statuses | |||
100% chance of AccuracyDebuff at magnitude 10 for 10 rounds. 100% chance of AttackDebuff at magnitude 1 for 10 rounds. | |||
Training Upgrades | |||
AccuracyDebuffMag by 5 AttackDebuffMag by 0.5 Charge by -300 Cooldown by -2400 Energy by -2.5 | |||
Secondary Effects | |||
Secondary Damage | No damage at level 0 | ||
Secondary Type | None | Secondary Target | None |
Secondary Statuses | |||
No Secondary Statuses |
Notes:
- Remember, Illusion Nanomagic creates the ILLUSION of senses; if you are messing with someone's hearing, for example, you will not actually be creating a sound. [1]
- Illusion Nanomagic ONLY affects the five senses: Sight, Hearing, Taste, Touch, and Smell.[2]
- Unless they are seriously mentally damaged, the user of Illusion Nanomagic will know that their illusions are, in fact, illusions.[3]
Mutant powers Based on this power:
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