Illusion Nanomagic

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Illusion Nanomagic stats
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. You CANNOT create over-complex illusions, such as making a person think they are in a form they aren't, which would require fooling more things than their five senses. You also can't fool a sense someone doesn't have, such as trying to fool a deaf person's sense of hearing. Those who wish to disbelieve may Roll Perception and must score 5 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. Highly detailed illusions (including that of specific people) require the user also make a skill roll. Imitating people would be socializing, complicated mechanical parts with installation, or electronics with computer and so on. The result becomes the target to see through the ruse.

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. To begin an illusion requires you to have a line of effect to the targets of your illusion. That is you must be able to see or touch those who will be affected. This is an Active nanomagic and cannot be used while another nanomagic is Active and in use unless explicitly stated.

Important note, if you create an illusion of something that would not normally exist, the victim enjoys a sizable +10 to their roll to disbelieve (getting a new one if they had already made one before it become impossible).

Additionally, this nanomagic -can- affect supernatural or nanomagic-based senses, like Nekomata's ability to smell nanomagic or Fenrir's ability to smell dedications. However, to do so, you must forgo affecting any natural senses, and they are not counted as one of the five senses when spending a hero-point. Additionally, to be able to fool a sense, you must have, or at least be familiar with that sense. You cannot fool a Nekomata if you do not have the dedication (active or owned). Wasteland Warrior's ability to switch to any dedication does not count unless the dedication in question is active, and you cannot fool someone with awareness nanomagic unless you have it yourself.
Cooldown 14000 Charge time 800
Energy 10 Accuracy 75%
Damage 1 Psychic at level 0
Statuses
100% chance of AccuracyDebuff at magnitude 5 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]

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Mutant powers Based on this power: