Difference between revisions of "Techno Nanomagic"
From Flexible Survival
(Auto update) |
(Auto update) |
||
Line 1: | Line 1: | ||
− | {{Basepower|name=Techno Nanomagic|desc=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.<br>-<br>Repairing a device (permanently) that needs no spare parts: 5<br>Repairing (permanently) broken parts that would normally not be repairable (capacitors, etc): 10<br>Operate a small device (temporary) that has some parts missing: 15 (and a builder vial)<br>Operate a large device (temporary) that is missing key components: 20 (two builder vials and a hero point)<br>Run 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)<br>-<br>Devices 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)|powertype=|target=|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=|Status=|Upgrades=}}[[Category: | + | {{Basepower|name=Techno Nanomagic|desc=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.<br>-<br>Repairing a device (permanently) that needs no spare parts: 5<br>Repairing (permanently) broken parts that would normally not be repairable (capacitors, etc): 10<br>Operate a small device (temporary) that has some parts missing: 15 (and a builder vial)<br>Operate a large device (temporary) that is missing key components: 20 (two builder vials and a hero point)<br>Run 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)<br>-<br>Devices 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)|powertype=Toggle, Nanomagic|target=Self NoAoE|energy=0.25|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Energy|Status=100% chance of MechanicalSalvage at magnitude 3 for 100 rounds.<br>100% chance of ElectronicSalvage at magnitude 3 for 100 rounds.<br>|Upgrades=ElectronicSalvageMag by 2<br>Energy by -0.125<br>MechanicalSalvageMag by 2}}[[Category:Electronicsalvage inflicting base powers]][[Category:Mechanicalsalvage inflicting base powers]][[Category:Toggle base power]][[Category:Friendly base powers]][[Category:Nanomagic]] |
Revision as of 19:43, 5 February 2013
Type | Toggle, Nanomagic | Target | Self NoAoE |
---|---|---|---|
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. - Repairing a device (permanently) that needs no spare parts: 5 Repairing (permanently) broken parts that would normally not be repairable (capacitors, etc): 10 Operate a small device (temporary) that has some parts missing: 15 (and a builder vial) Operate a large device (temporary) that is missing key components: 20 (two builder vials and a hero point) Run 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) - Devices 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 | 0.25 | Accuracy | 75% |
Damage | 0 Energy at level 0 | ||
Statuses | |||
100% chance of MechanicalSalvage at magnitude 3 for 100 rounds. 100% chance of ElectronicSalvage at magnitude 3 for 100 rounds. | |||
Training Upgrades | |||
ElectronicSalvageMag by 2 Energy by -0.125 MechanicalSalvageMag by 2 | |||
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:
|
|
|