Difference between revisions of "Medical Nanomagic"

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Latest revision as of 00:05, 27 November 2024

Medical Nanomagic stats
Type Nanomagic, Healing, Resurrection Target Dead Ally
Description While upkeep nanites do most of the day to day work, there is still room in this world for doctors. This nanomagery absolutely requires medical knowledge to do more than overcharge the existing upkeep program. When wounds are too severe for upkeep nanites to sustain life, the only thing between you and oblivion are the skilled hands of a nano technician.
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If you are anything other than a pile of ash or a fine smear, there's a chance someone with this skill can revive you if you are given attention within 5 minutes of 'death'. This feat costs 1 hero point if the body is dismembered(includes beheading) but otherwise whole, 2 if you've been ripped into uneven chunks or similarly damaged, 3 will save a man with extensive cranial/brain damage.
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You also must have a rating in medicine equal to the amount of hero points required times 10 (So 10 Medicine for a feat that requires 1 hero point). If you do not, you must spend an extra hero point per 10 points of medicine missing, two maximum(As in you need medicine 10 to fake the medicine 30 result).
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Medical nanomagic also increases your medicine score by 10(even above 60) for helping with wound recovery during roleplay.

This is an Active nanomagic and cannot be used while another nanomagic is Active and in use unless explicitly stated.
Cooldown 30000 Charge time 0
Energy 25 Accuracy 75%
Damage 200 Healing at level 0
Statuses
100% chance of EnergyMod at magnitude 10 for 2 rounds.
100% chance of Wound at magnitude 1 for 1 rounds.
Training Upgrades
Cooldown by -4000
Energy by -6.25
EnergyModMag by 10
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

Medical Nanomagic/Extra Notes Edit notes

Mutant powers Based on this power: