Difference between revisions of "Counter NanoMagic"
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− | {{Basepower|name=Counter Nanomagic|desc=Of the same discipline, and requiring, anti nanomagic, this program allows the user to employ greater finesse, specifically affecting out a single person or nanomagic effect. No roll is required unless the victim spends a hero point, which then gives both | + | {{Basepower|name=Counter Nanomagic|desc=Of the same discipline, and requiring, anti nanomagic, this program allows the user to employ greater finesse, specifically affecting out a single person or nanomagic effect. No roll is required unless the victim spends a hero point, which then gives both sides a nano magic +dice of 1d20. Hero points may be spent for +5 to this roll. A failed attempt to counter cannot be repeated for a minute. A successful counter remains for an hour, or at least a minute (if the victim spends a hero point for a new roll). A nanomagic effect is canceled immediately, a person is treated as 'out of bubble' for the duration. Note that it isn't a fire and forget ability. It does require some concentration to maintain the interruption signal, just like Anti Nanomagic. This is an Active nanomagic and cannot be used when another nanomagic is Active and in use except where explicitly stated.|powertype=Debuff, Nanomagic|target=Single Enemy NoAoE|energy=15|charge=500|cooldown=10000|accuracy=75%|damageamount=0|damagetype=Electricity|Status=100% chance of NaniteDebuff at magnitude 3 for 10 rounds.<br>|Upgrades=Charge by -250<br>Cooldown by -1700<br>Energy by -3.75<br>NaniteDebuffDuration by 3<br>NaniteDebuffMag by 2}}[[Category:Nanitedebuff inflicting base powers]][[Category:Hostile base powers]][[Category:Nanomagic]] |
Latest revision as of 00:31, 25 November 2024
Type | Debuff, Nanomagic | Target | Single Enemy NoAoE |
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Description | Of the same discipline, and requiring, anti nanomagic, this program allows the user to employ greater finesse, specifically affecting out a single person or nanomagic effect. No roll is required unless the victim spends a hero point, which then gives both sides a nano magic +dice of 1d20. Hero points may be spent for +5 to this roll. A failed attempt to counter cannot be repeated for a minute. A successful counter remains for an hour, or at least a minute (if the victim spends a hero point for a new roll). A nanomagic effect is canceled immediately, a person is treated as 'out of bubble' for the duration. Note that it isn't a fire and forget ability. It does require some concentration to maintain the interruption signal, just like Anti Nanomagic. This is an Active nanomagic and cannot be used when another nanomagic is Active and in use except where explicitly stated. | ||
Cooldown | 10000 | Charge time | 500 |
Energy | 15 | Accuracy | 75% |
Damage | 0 Electricity at level 0 | ||
Statuses | |||
100% chance of NaniteDebuff at magnitude 3 for 10 rounds. | |||
Training Upgrades | |||
Charge by -250 Cooldown by -1700 Energy by -3.75 NaniteDebuffDuration by 3 NaniteDebuffMag by 2 | |||
Secondary Effects | |||
Secondary Damage | No damage at level 0 | ||
Secondary Type | None | Secondary Target | None |
Secondary Statuses | |||
No Secondary Statuses |
Counter Nanomagic/Extra Notes Edit notes
Mutant powers Based on this power:
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