Electric Nanomagic
From Flexible Survival
Type | Nanomagic | Target | Self NoAoE |
---|---|---|---|
Description | Nanites can produce great amounts of energy in a small space. Directing them carefully, you can power devices, or simply direct a great burst of power at things you don't like. To power things with functioning batteries is easiest, while things that need constant, regulated, power are the most difficult. To determine if it is done safely, +dice 1d20, add twice your installation score. Add 10 if a hero point is spent. The target is as follows: - Functioning small device with battery: 5 Functioning small device without battery: 7 Recharge car battery: 10 Powering a large object without batteries: 15 Lights in a single story of building: 15(And a builder vial) Lighting a small building: 20(and two vials, and a hero point), Lighting a large building: 25(3 vials, hero point) A city block: 35(15 vials, 4 hero points, don't mess it up) - Powered objects remain powered for up to an hour per use. | ||
Cooldown | 20000 | Charge time | 0 |
Energy | 20 | Accuracy | 75% |
Damage | 0 at level 0 | ||
Statuses | |||
100% chance of EnergyDamageReturn at magnitude 30 for 10 rounds. | |||
Training Upgrades | |||
Charge by -275 Cooldown by -3350 Energy by -5 EnergyDamageReturnMag by 5 | |||
Secondary Effects | |||
Secondary Damage | No damage at level 0 | ||
Secondary Type | None | Secondary Target | None |
Secondary Statuses | |||
No Secondary Statuses |
Electric Nanomagic/Extra Notes Edit notes
Mutant powers Based on this power:
|
|
|