Difference between revisions of "BioChemistry Nanomagic"
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− | {{Basepower|name=BioChemistry Nanomagic|desc=You are able to modify your own chemical generating organs to produce new, more interesting, chemicals. Unfortunately, this does not toughen your body, so it is extremely unwise to produce acids or toxins. You cannot produce radioactives at all, even if you were so self destructive. You could, however, produce whatever flavor of milk you wanted, and you're never short for grease and glue(Be sure to clean thoroughly afterwards).<br>-<br>Extremely complex compounds may require a +dice 1d20 + 2 per | + | {{Basepower|name=BioChemistry Nanomagic|desc=You are able to modify your own chemical generating organs to produce new, more interesting, chemicals. Unfortunately, this does not toughen your body, so it is extremely unwise to produce acids or toxins. You cannot produce radioactives at all, even if you were so self destructive. You could, however, produce whatever flavor of milk you wanted, and you're never short for grease and glue(Be sure to clean thoroughly afterwards).<br>-<br>Extremely complex compounds may require a +dice 1d20 + 2 per 10 Medicine or 10 Comprehension(whichever is higher) to create successfully.<br>You cannot create chemical crafting units.<br>The default amount created is an ounce a minute. A hero point can be spent to double(or redouble) this rate for up to an hour.<br>For your protection: Production is limited to externally discharging glands. Tearducts, sweat glands, milk ducts, and prostate.|powertype=Toggle, Nanomagic|target=Self NoAoE|energy=0.5|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Energy|Status=100% chance of ChemicalSalvage at magnitude 3 for 100 rounds.<br>100% chance of EdibleSalvage at magnitude 3 for 100 rounds.<br>100% chance of Healing at magnitude 2 for 100 rounds.<br>|Upgrades=ChemicalSalvageMag by 1<br>EdibleSalvageMag by 1<br>Energy by -0.25<br>HealingMag by 0.5}}[[Category:Chemicalsalvage inflicting base powers]][[Category:Ediblesalvage inflicting base powers]][[Category:Healing inflicting base powers]][[Category:Toggle base power]][[Category:Friendly base powers]][[Category:Nanomagic]] |
Revision as of 00:31, 5 November 2013
Type | Toggle, Nanomagic | Target | Self NoAoE |
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Description | You are able to modify your own chemical generating organs to produce new, more interesting, chemicals. Unfortunately, this does not toughen your body, so it is extremely unwise to produce acids or toxins. You cannot produce radioactives at all, even if you were so self destructive. You could, however, produce whatever flavor of milk you wanted, and you're never short for grease and glue(Be sure to clean thoroughly afterwards). - Extremely complex compounds may require a +dice 1d20 + 2 per 10 Medicine or 10 Comprehension(whichever is higher) to create successfully. You cannot create chemical crafting units. The default amount created is an ounce a minute. A hero point can be spent to double(or redouble) this rate for up to an hour. For your protection: Production is limited to externally discharging glands. Tearducts, sweat glands, milk ducts, and prostate. | ||
Cooldown | 0 | Charge time | 0 |
Energy | 0.5 | Accuracy | 75% |
Damage | 0 Energy at level 0 | ||
Statuses | |||
100% chance of ChemicalSalvage at magnitude 3 for 100 rounds. 100% chance of EdibleSalvage at magnitude 3 for 100 rounds. 100% chance of Healing at magnitude 2 for 100 rounds. | |||
Training Upgrades | |||
ChemicalSalvageMag by 1 EdibleSalvageMag by 1 Energy by -0.25 HealingMag by 0.5 | |||
Secondary Effects | |||
Secondary Damage | No damage at level 0 | ||
Secondary Type | None | Secondary Target | None |
Secondary Statuses | |||
No Secondary Statuses |
A maximum of 4 Nanomagic can be learnt. Edit notes
Mutant powers Based on this power:
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