Difference between revisions of "Tentacle Nanomagic"

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{{Basepower|name=Tentacle Nanomagic|desc=Proof positive that some Zephyr employees have too much time on their hands. This nanomagic allows the user to extrude working psuedopods that are entirely under their control. Though fine manipulation is dicey with a lack of fingers, with practice, the user can get quite a bit done. The limbs all together do not have any additional strength, but allow you to distribute your strength in different ways. The limbs can be conjured or dismissed on command. When dismissed, they are reabsorbed into the body(Reduce, reuse, recycle). A user may have up to two tentacles under control easily, with more requiring additional effort to keep under control. The results of out of control tentacles can be as humorous as horrifying for all in the vicinity. If both requirements are had, you may control one additional tentacle per 5 points of willpower, and the composition of the tentacles can be varied(hollow, barbed, furry, anything you could become yourself as if the limb were being changed by an adept with your mastered forms), but it is still a tentacle and subject to the limitations of a tentacle.<br>-<br>Some notes and limitations.<br>-<br>*You are not stronger than your strength stat would suggest, regardless of the number of limbs you have.<br>-<br>*A tentacle cannot be longer than 125% of your arm length (if your arm is 4 ft long, then your max length on a single tentacle is 5 ft.)<br>-<br>*The tentacles do not have any internal skeletal structure.<br>-<br>*You can stretch your limbs out (including arms) if you have rubbery powers (i.e. Stretchy), but lose a proportionate amount of strength for doing so.<br>-<br>*Bodyparts considered to be 'tentacles' are specifically called tentacles or tendrils in a form. Augmenting them with Tentacle Nanomagic counts towards the total controllable tentacles as per the limits of the Nanomagic.<br>-<br>*Limbs already listed as tentacle or tendril, unaugmented or augmented, count towards your total controllable tentacles. If a form naturally has more than you could control, you may control them, but no additional tentacles may be controlled.<br>-<br>*Tentacle Nanomagic is an Active nanomagic while the tentacles are created, disintegrated, or controlled. When you are not maintaining control of created tentacles, their existence is Passive. When taking control of the tentacles made by the nanomagic, with its normal limitations, the nanomagic once again becomes Active and cannot be activated while another Active nanomagic is in use. If a form already has controllable tentacles, and you alter them with Tentacle Nanomagic, you are still able to control those tentacles normally without Tentacle Nanomagic being Active.|powertype=|target=|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Blunt|Status=|Upgrades=}}[[Category:Hostile base powers]][[Category:Nanomagic]]
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{{Basepower|name=Tentacle Nanomagic|desc=Proof positive that some Zephyr employees have too much time on their hands. This nanomagic allows the user to extrude working pseudopods that are entirely under their control. Though fine manipulation is dicey with a lack of fingers, with practice, the user can get quite a bit done. The limbs all together do not have any additional strength, but allow you to distribute your strength in different ways. The limbs can be conjured or dismissed on command. When dismissed, they are reabsorbed into the body (reduce, reuse, recycle).<br> <br>A user may have up to two tentacles under control easily, with more requiring additional effort to keep under control. The results of out of control tentacles can be as humorous as horrifying for all in the vicinity. If both nanomagic requirements are had, you may control one additional tentacle per 5 points of willpower, and the composition of the tentacles can be varied (hollow, barbed, furry, anything you could become yourself as if the limb were being changed by an adept with your mastered forms), but it is still a tentacle and subject to the limitations of a tentacle.<br>-<br>Some notes and limitations.<br>-<br>*You are not stronger than your strength stat would suggest, regardless of the number of limbs you have.<br>-<br>*A tentacle cannot be longer than 125% of your arm length (if your arm is 4 ft long, then your max length on a single tentacle is 5 ft.)<br>-<br>*The tentacles do not have any internal skeletal structure.<br>-<br>*You can stretch your limbs out (including arms) if you have rubbery powers (i.e. Stretchy), but lose a proportionate amount of strength for doing so.<br>-<br>*Body parts considered to be 'tentacles' are specifically called tentacles or tendrils in a form. Augmenting them with Tentacle Nanomagic counts towards the total controllable tentacles as per the limits of the Nanomagic.<br>-<br>*Limbs already listed as tentacle or tendril, unaugmented or augmented, count towards your total controllable tentacles. If a form naturally has more than you could control, you may control them, but no additional tentacles may be controlled.<br>-<br>*Tentacle Nanomagic is an Active nanomagic while the tentacles are created, disintegrated, or controlled. When you are not maintaining control of created tentacles, their existence is Passive. When taking control of the tentacles made by the nanomagic, with its normal limitations, the nanomagic once again becomes Active and cannot be activated while another Active nanomagic is in use. If a form already has controllable tentacles, and you alter them with Tentacle Nanomagic, you are still able to control those tentacles normally without Tentacle Nanomagic being Active.|powertype=|target=|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Blunt|Status=|Upgrades=}}[[Category:Hostile base powers]][[Category:Nanomagic]]

Revision as of 00:14, 28 October 2023

Tentacle Nanomagic stats
Type Target
Description Proof positive that some Zephyr employees have too much time on their hands. This nanomagic allows the user to extrude working pseudopods that are entirely under their control. Though fine manipulation is dicey with a lack of fingers, with practice, the user can get quite a bit done. The limbs all together do not have any additional strength, but allow you to distribute your strength in different ways. The limbs can be conjured or dismissed on command. When dismissed, they are reabsorbed into the body (reduce, reuse, recycle).

A user may have up to two tentacles under control easily, with more requiring additional effort to keep under control. The results of out of control tentacles can be as humorous as horrifying for all in the vicinity. If both nanomagic requirements are had, you may control one additional tentacle per 5 points of willpower, and the composition of the tentacles can be varied (hollow, barbed, furry, anything you could become yourself as if the limb were being changed by an adept with your mastered forms), but it is still a tentacle and subject to the limitations of a tentacle.
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Some notes and limitations.
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*You are not stronger than your strength stat would suggest, regardless of the number of limbs you have.
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*A tentacle cannot be longer than 125% of your arm length (if your arm is 4 ft long, then your max length on a single tentacle is 5 ft.)
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*The tentacles do not have any internal skeletal structure.
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*You can stretch your limbs out (including arms) if you have rubbery powers (i.e. Stretchy), but lose a proportionate amount of strength for doing so.
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*Body parts considered to be 'tentacles' are specifically called tentacles or tendrils in a form. Augmenting them with Tentacle Nanomagic counts towards the total controllable tentacles as per the limits of the Nanomagic.
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*Limbs already listed as tentacle or tendril, unaugmented or augmented, count towards your total controllable tentacles. If a form naturally has more than you could control, you may control them, but no additional tentacles may be controlled.
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*Tentacle Nanomagic is an Active nanomagic while the tentacles are created, disintegrated, or controlled. When you are not maintaining control of created tentacles, their existence is Passive. When taking control of the tentacles made by the nanomagic, with its normal limitations, the nanomagic once again becomes Active and cannot be activated while another Active nanomagic is in use. If a form already has controllable tentacles, and you alter them with Tentacle Nanomagic, you are still able to control those tentacles normally without Tentacle Nanomagic being Active.
Cooldown 0 Charge time 0
Energy 0 Accuracy 75%
Damage 0 Blunt 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

Requires both Medical Nanomagic and Edible Nanomagic, which itself requires BioChemistry Nanomagic. Edit notes

Mutant powers Based on this power: