Difference between revisions of "Super Jump Nanomagic"
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− | {{Basepower|name=Super Jump Nanomagic|desc=Using the Strength Nanomagic, Super Jump Nanomagic allows for true feats of jumping greatness. With their legs bolstered, the user may make a Strength check and multiply the successes by 1.5 meters/5 feet for the total potential length of the jump and .45 meters/1.5 feet for the height. Landing comes naturally, and the force of the leap is dispersed.<br> <br>For example, a Strength Check resulting in 5 successes would allow for a jump of 2.25 meters or 10 feet high and 7.5 meters or 25 feet long.<br> <br>For a focused vertical jump, the height is .6 meters or 2 feet per Strength check success. For example, a Strength check with 5 successes for a Vertical Jump would result in a height of 3 meters or 10 feet.<br> <br> If the user possesses the Flight merit, each Strength success may count for double, so 3 meters instead of 1.5 or 10 feet instead of 5 for length, and .9 instead of .45 meters or 4 instead of 2 feet for height.<br> <br>This is an Active Nanomagic, and it cannot be used while another Active Nanomagic is in use.|powertype=Toggle, Buff|target=Self NoAoE|energy=1|charge=0|cooldown=10000|accuracy= | + | {{Basepower|name=Super Jump Nanomagic|desc=Using the Strength Nanomagic, Super Jump Nanomagic allows for true feats of jumping greatness. With their legs bolstered, the user may make a Strength check and multiply the successes by 1.5 meters/5 feet for the total potential length of the jump and .45 meters/1.5 feet for the height. Landing comes naturally, and the force of the leap is dispersed.<br> <br>For example, a Strength Check resulting in 5 successes would allow for a jump of 2.25 meters or 10 feet high and 7.5 meters or 25 feet long.<br> <br>For a focused vertical jump, the height is .6 meters or 2 feet per Strength check success. For example, a Strength check with 5 successes for a Vertical Jump would result in a height of 3 meters or 10 feet.<br> <br> If the user possesses the Flight merit, each Strength success may count for double, so 3 meters instead of 1.5 or 10 feet instead of 5 for length, and .9 instead of .45 meters or 4 instead of 2 feet for height.<br> <br>This is an Active Nanomagic, and it cannot be used while another Active Nanomagic is in use.|powertype=Toggle, Buff|target=Self NoAoE|energy=1|charge=0|cooldown=10000|accuracy=75%|damageamount=0|damagetype=Healing|Status=100% chance of Fleerate at magnitude 5 for 5 rounds.<br>100% chance of Acrobatics at magnitude 3 for 5 rounds.<br>|Upgrades=AcrobaticsMag by 1<br>FleerateMag by 5}}[[Category:Acrobatics inflicting base powers]][[Category:Fleerate inflicting base powers]][[Category:Toggle base power]][[Category:Friendly base powers]][[Category:Nanomagic]] |
Revision as of 00:17, 20 October 2019
Type | Toggle, Buff | Target | Self NoAoE |
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Description | Using the Strength Nanomagic, Super Jump Nanomagic allows for true feats of jumping greatness. With their legs bolstered, the user may make a Strength check and multiply the successes by 1.5 meters/5 feet for the total potential length of the jump and .45 meters/1.5 feet for the height. Landing comes naturally, and the force of the leap is dispersed. For example, a Strength Check resulting in 5 successes would allow for a jump of 2.25 meters or 10 feet high and 7.5 meters or 25 feet long. For a focused vertical jump, the height is .6 meters or 2 feet per Strength check success. For example, a Strength check with 5 successes for a Vertical Jump would result in a height of 3 meters or 10 feet. If the user possesses the Flight merit, each Strength success may count for double, so 3 meters instead of 1.5 or 10 feet instead of 5 for length, and .9 instead of .45 meters or 4 instead of 2 feet for height. This is an Active Nanomagic, and it cannot be used while another Active Nanomagic is in use. | ||
Cooldown | 10000 | Charge time | 0 |
Energy | 1 | Accuracy | 75% |
Damage | 0 Healing at level 0 | ||
Statuses | |||
100% chance of Fleerate at magnitude 5 for 5 rounds. 100% chance of Acrobatics at magnitude 3 for 5 rounds. | |||
Training Upgrades | |||
AcrobaticsMag by 1 FleerateMag by 5 | |||
Secondary Effects | |||
Secondary Damage | No damage at level 0 | ||
Secondary Type | None | Secondary Target | None |
Secondary Statuses | |||
No Secondary Statuses |
Super Jump Nanomagic/Extra Notes Edit notes
Mutant powers Based on this power:
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