Difference between revisions of "Counter NanoMagic"

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{{Basepower|name=Counter NanoMagic|desc=Of the same discipline, and requiring, anti nanomagic, this program allows the user to employ greater finesse, specifically affecting out a single person or nanomagic effect. No roll is required unless the victim spends a hero point, which then gives both side a nano magic +dice of 1d20. Hero points may be spent for +5 to this roll. A failed attempt to counter cannot be repeated for a minute. A successful counter remains for an hour, or at least a minute(if the victim spends a hero point for a new roll). A nanomagic effect is canceled immediately, a person is treated as 'out of bubble' for the duration.|powertype=Debuff, Nanomagic|target=Single Enemy NoAoE|energy=15|charge=500|cooldown=10000|aggro=100%|accuracy=75%|damageamount=0|damagetype=Energy|Status=100% chance of StatusBoostdebuff at magnitude 5 for 20 rounds.<br>100% chance of HealGaindebuff at magnitude 5 for 20 rounds.<br>100% chance of DamageBuffdebuff at 5 power for 20 rounds.<br>|Upgrades=Charge by -250<br>DamageBuffdebuffMag by 5<br>Cooldown by -1700<br>Energy by -3.75<br>HealGaindebuffMag by 3.}}[[Category:Hostile powers]][[Category:DamageBuffdebuff inflicting powers]][[Category:StatusBoostdebuff inflicting powers]][[Category:HealGaindebuff inflicting powers]]
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{{Basepower|name=Counter NanoMagic|desc=Of the same discipline, and requiring, anti nanomagic, this program allows the user to employ greater finesse, specifically affecting out a single person or nanomagic effect. No roll is required unless the victim spends a hero point, which then gives both side a nano magic +dice of 1d20. Hero points may be spent for +5 to this roll. A failed attempt to counter cannot be repeated for a minute. A successful counter remains for an hour, or at least a minute(if the victim spends a hero point for a new roll). A nanomagic effect is canceled immediately, a person is treated as 'out of bubble' for the duration.|powertype=Debuff, Nanomagic|target=Single Enemy NoAoE|energy=15|charge=500|cooldown=10000|accuracy=75%|damageamount=0|damagetype=Energy|Status=100% chance of StatusBoostDebuff at magnitude 5 for 20 rounds.<br>100% chance of HealGainDebuff at magnitude 5 for 20 rounds.<br>100% chance of DamageBuffDebuff at magnitude 5 for 20 rounds.<br>|Upgrades=Charge by -250<br>Cooldown by -1700<br>DamageBuffDebuffMag by 5<br>Energy by -3.75<br>HealGainDebuffMag by 3}}[[Category:Damagebuffdebuff inflicting base powers]][[Category:Healgaindebuff inflicting base powers]][[Category:Statusboostdebuff inflicting base powers]][[Category:Hostile base powers]]

Revision as of 15:04, 6 May 2012

Counter NanoMagic stats
Type Debuff, Nanomagic Target Single Enemy NoAoE
Description Of the same discipline, and requiring, anti nanomagic, this program allows the user to employ greater finesse, specifically affecting out a single person or nanomagic effect. No roll is required unless the victim spends a hero point, which then gives both side a nano magic +dice of 1d20. Hero points may be spent for +5 to this roll. A failed attempt to counter cannot be repeated for a minute. A successful counter remains for an hour, or at least a minute(if the victim spends a hero point for a new roll). A nanomagic effect is canceled immediately, a person is treated as 'out of bubble' for the duration.
Cooldown 10000 Charge time 500
Energy 15 Accuracy 75%
Damage 0 Energy at level 0
Statuses
100% chance of StatusBoostDebuff at magnitude 5 for 20 rounds.
100% chance of HealGainDebuff at magnitude 5 for 20 rounds.
100% chance of DamageBuffDebuff at magnitude 5 for 20 rounds.
Training Upgrades
Charge by -250
Cooldown by -1700
DamageBuffDebuffMag by 5
Energy by -3.75
HealGainDebuffMag by 3
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

Counter NanoMagic/Extra Notes Edit notes

Mutant powers Based on this power: