Difference between revisions of "Techno Nanomagic"
From Flexible Survival
(24 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
− | {{Basepower|name=Techno Nanomagic|desc=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 | + | {{Basepower|name=Techno Nanomagic|desc=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 Comprehension+Design (Comprehension+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. You can spend a single Hero Point to halve the Target. The target is as follows.<br>-<br>Repairing a device (permanently) that needs no spare parts: 4<br>Repairing (permanently) broken parts that would normally not be repairable (capacitors, etc): 6<br>Operate a small device (temporary) that has some parts missing: 8 (and 100 ng of builder nanites)<br>Operate a large device (temporary) that is missing key components: 10 (200 ng builder nanites and a hero point)<br>Run a major device (temporary) that requires multiple systems, with missing/broken components (eg, car. Note, would still need fuel): 12(1000 ng builder nanites and four hero points)<br>-<br>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).|powertype=Toggle, Nanomagic|target=Self NoAoE|energy=0.25|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Electricity|Status=100% chance of MechanicalSalvage at magnitude 3 for 100 rounds.<br>100% chance of ElectronicSalvage at magnitude 3 for 100 rounds.<br>|Upgrades=ElectronicSalvageMag by 2<br>MechanicalSalvageMag by 2}}[[Category:Electronicsalvage inflicting base powers]][[Category:Mechanicalsalvage inflicting base powers]][[Category:Toggle base power]][[Category:Friendly base powers]][[Category:Nanomagic]] |
Latest revision as of 00:06, 19 November 2024
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 Comprehension+Design (Comprehension+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. You can spend a single Hero Point to halve the Target. The target is as follows. - Repairing a device (permanently) that needs no spare parts: 4 Repairing (permanently) broken parts that would normally not be repairable (capacitors, etc): 6 Operate a small device (temporary) that has some parts missing: 8 (and 100 ng of builder nanites) Operate a large device (temporary) that is missing key components: 10 (200 ng builder nanites and a hero point) Run a major device (temporary) that requires multiple systems, with missing/broken components (eg, car. Note, would still need fuel): 12(1000 ng builder nanites and four hero points) - 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 Electricity 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 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:
|
|
|