Electric Nanomagic

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Electric Nanomagic stats
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:
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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 50 mg of nanites)
Lighting a small building: 20 (and 100 mg of nanites, and a hero point),
Lighting a large building: 25 (and 150 mg of nanites, hero point)
A city block: 35 (and 750 mg of nanites, 4 hero points, and don't mess it up)
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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 5 for 10 rounds.
100% chance of ElectronicSalvage at magnitude 0 for 5 rounds.
Training Upgrades
Charge by -275
Cooldown by -3350
ElectronicSalvageMag by 2.5
Energy by -5
EnergyDamageReturnMag by 2.5
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: