Difference between revisions of "Electrical Assault Nanomagic"

From Flexible Survival
Jump to: navigation, search
Line 1: Line 1:
{{Basepower|name=Electrical Assault Nanomagic|desc=Why settle for powering things when you could be firing dangerous bolts of stunning electricity? It makes for a great party trick! You can send your dangerous arcs out to ten feet easily. Provided a conductor to the target, up to a hundred feet becomes simple. A hero point can be spent to double the range, as per many other nanomagics. This is an Active nanomagic, and it cannot be used while another Active nanomagic is Active.|powertype=Direct Damage Nanomagic|target=Single Enemy|energy=40|charge=500|cooldown=14000|accuracy=75%|damageamount=25|damagetype=Electric|Status=50% chance of ChargeDebuff at magnitude 50 for 10 rounds.<br>|Upgrades=ChargeDebuffChance by 15<br>ChargeDebuffDuration by 4<br>Damage by 5<br>Energy by -10}}[[Category:Electric base powers]][[Category:Chargedebuff inflicting base powers]][[Category:Hostile base powers]][[Category:Nanomagic]]
+
{{Basepower|name=Electrical Assault Nanomagic|desc=Why settle for powering things when you could be firing dangerous bolts of stunning electricity? It makes for a great party trick! You can send your dangerous arcs out to ten feet easily. Provided a conductor to the target, up to a hundred feet becomes simple. A hero point can be spent to double the range, as per many other nanomagics. This is an Active nanomagic, and it cannot be used while another Active nanomagic is Active.|powertype=Direct Damage Nanomagic|target=Single Enemy|energy=40|charge=500|cooldown=14000|accuracy=115%|damageamount=25|damagetype=Electric|Status=50% chance of ChargeDebuff at magnitude 50 for 10 rounds.<br>|Upgrades=ChargeDebuffChance by 15<br>ChargeDebuffDuration by 4<br>Damage by 5<br>Energy by -10}}[[Category:Electric base powers]][[Category:Chargedebuff inflicting base powers]][[Category:Hostile base powers]][[Category:Nanomagic]]

Revision as of 00:02, 23 November 2022

Electrical Assault Nanomagic stats
Type Direct Damage Nanomagic Target Single Enemy
Description Why settle for powering things when you could be firing dangerous bolts of stunning electricity? It makes for a great party trick! You can send your dangerous arcs out to ten feet easily. Provided a conductor to the target, up to a hundred feet becomes simple. A hero point can be spent to double the range, as per many other nanomagics. This is an Active nanomagic, and it cannot be used while another Active nanomagic is Active.
Cooldown 14000 Charge time 500
Energy 40 Accuracy 115%
Damage 25 Electric at level 0
Statuses
50% chance of ChargeDebuff at magnitude 50 for 10 rounds.
Training Upgrades
ChargeDebuffChance by 15
ChargeDebuffDuration by 4
Damage by 5
Energy by -10
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

Electrical Assault Nanomagic/Extra Notes Edit notes

Mutant powers Based on this power: