Difference between revisions of "BioDetection Nanomagic"

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{{Basepower|name=BioDetection Nanomagic|desc=This nanomagic allows you to detect the presence of nanites performing the countless activities required to keep a living being alive, thus detecting humans and mutants in the area (base range 20 ft). This doesn't let you get a physical bead on them, but they know what direction and how far away they are. A medicine +check with 6+ will also reveal their current mutations. 10+ will reveal their current mutant powers, even if outside the normal of their mutations. This is an Active nanomagic and cannot be used if another nanomagic is Active and in use except where explicitly stated.|powertype=|target=|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=|Status=|Upgrades=}}[[Category:Hostile base powers]][[Category:Nanomagic]]
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{{Basepower|name=BioDetection Nanomagic|desc=This nanomagic allows you to detect the presence of nanites performing the countless activities required to keep a living being alive, thus detecting humans and mutants in the area(base range 20 ft). This doesn't let you get a physical bead on them, but they know what direction and how far away they are. A xeno +check with 6+ will also reveal their current mutations. 10+ will reveal their current mutant powers, even if outside the normal of their mutations. This is an Active nanomagic and cannot be used if another nanomagic is Active and in use except where explicitly stated.|powertype=|target=|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=|Status=|Upgrades=}}[[Category:Hostile base powers]][[Category:Nanomagic]]

Revision as of 00:04, 3 April 2024

BioDetection Nanomagic stats
Type Target
Description This nanomagic allows you to detect the presence of nanites performing the countless activities required to keep a living being alive, thus detecting humans and mutants in the area(base range 20 ft). This doesn't let you get a physical bead on them, but they know what direction and how far away they are. A xeno +check with 6+ will also reveal their current mutations. 10+ will reveal their current mutant powers, even if outside the normal of their mutations. This is an Active nanomagic and cannot be used if another nanomagic is Active and in use except where explicitly stated.
Cooldown 0 Charge time 0
Energy 0 Accuracy 75%
Damage 0 at level 0
Statuses
Training Upgrades
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

BioDetection Nanomagic/Extra Notes Edit notes

Mutant powers Based on this power: