Difference between revisions of "Techno Nanomagic"
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Revision as of 15:55, 5 May 2012
Type | Target | ||
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Description | Using nanites to fake magic of being a technical god? Ha! Machines seem to operate faster, break down less and in general work above and beyond their original design specs. Whether it's a thump on a display, a patting of a modem, technology just seems to suddenly work again. Note: You cannot supply power with this, although this would synergize well with Electric Nanomagic. All rolls for this are +dice 1d20, add double your design (Computer if you are dealing with a computer system, the average of the two if you are working with a system that uses computer and non computer parts, eg. cars) skill to the roll. Add 10 if a hero point is spent. The target is as follows.%r-%rRepairing a device (permanently) that needs no spare parts: 5%rRepairing (permanently) broken parts that would normally not be repairable (capacitors, etc): 10%rOperate a small device (temporary) that has some parts missing: 15 (and a builder vial)%rOperate a large device (temporary) that is missing key components: 20 (two builder vials and a hero point)%rRun a major device (temporary) that requires multiple systems, with missing/broken components (eg, car. Note, would still need fuel): 30 (ten builder vials and four hero points)%r-%rDevices with parts missing will cease to operate if you leave the vicinity/area (and will break down again, possibly causing damage to themselves or other things) | ||
Cooldown | 0 | Charge time | 0 |
Energy | 0 | Accuracy | 75% |
Damage | 0 at level 0 | ||
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Training Upgrades | |||
Secondary Effects | |||
Secondary Damage | No damage at level 0 | ||
Secondary Type | None | Secondary Target | None |
Secondary Statuses | |||
No Secondary Statuses |
Techno Nanomagic/Extra Notes Edit notes
Mutant powers Based on this power:
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