Difference between revisions of "BioChemistry Nanomagic"

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{{Mutantpower|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).   Extremely complex compounds may require a +dice 1d20 + 2 per  medicine or academics(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.|basepower=Passive Auto|powertype=Passive|target=Self NoAoE|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Healing|Status=100% chance of ChemicalSalvage at magnitude 5 for 100 rounds.<br>100% chance of StatusBoost at magnitude 1 for 100 rounds.<br>|Upgrades=ChemicalSalvageMag by 8<br>StatusBoostMag by 1.5|}}[[Category:Slotted powers]][[Category:Nanomagic slot powers]][[Category:Statusboost inflicting powers]][[Category:ChemicalSalvage inflicting powers]][[Category:Passive]][[Category:Friendly powers]]
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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  medicine or academics(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=Passive Auto|target=Self NoAoE|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Energy|Status=100% chance of ChemicalSalvage at magnitude 5 for 100 rounds.<br>100% chance of StatusBoost at magnitude 1 for 100 rounds.<br>|Upgrades=ChemicalSalvageMag by 8<br>StatusBoostMag by 1.5}}[[Category:Chemicalsalvage inflicting base powers]][[Category:Statusboost inflicting base powers]][[Category:Passive base power]][[Category:Friendly base powers]]

Revision as of 15:03, 6 May 2012

BioChemistry Nanomagic stats
Type Passive Auto Target Self NoAoE
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).
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Extremely complex compounds may require a +dice 1d20 + 2 per medicine or academics(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 Accuracy 75%
Damage 0 Energy at level 0
Statuses
100% chance of ChemicalSalvage at magnitude 5 for 100 rounds.
100% chance of StatusBoost at magnitude 1 for 100 rounds.
Training Upgrades
ChemicalSalvageMag by 8
StatusBoostMag by 1.5
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: