Difference between revisions of "Illusion Nanomagic"
From Flexible Survival
(310 intermediate revisions by the same user not shown) | |
(No difference)
|
Latest revision as of 00:03, 12 November 2024
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 can NOT 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. | ||
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]
Mutant powers Based on this power:
|
|
|