Ganglionic teleprojector: Difference between revisions
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After a few turns of being worn, the {{name}} [[Boot sequence|attunes to your physiology]], then grants you the ability to activate a version of [[domination]] that only works against robots. | After a few turns of being worn, the {{name}} [[Boot sequence|attunes to your physiology]], then grants you the ability to activate a version of [[domination]] that only works against robots. | ||
Activating a {{name}} to attempt domination normally requires 1000 charge, and maintaining domination normally requires 10 charge per turn. | |||
Success Roll: 1d8 + Attacker level + 4 >= (4 + Defender MA) + Defender Level | Success Roll: 1d8 + Attacker level + 4 >= (4 + Defender MA) + Defender Level | ||
[[Overloaded|Overloading]] a {{name}} will provide a +2 bonus to the success roll. | [[Overloaded|Overloading]] a {{name}} will provide a +2 bonus to the success roll, but will also consume four times as much charge. | ||
[[Category:Helmets]] | [[Category:Helmets]] |
Revision as of 03:19, 18 September 2021
ganglionic teleprojector
Complexity
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4 |
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Tier
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4 |
Character
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ID?
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Ganglionic Teleprojector |
Worn On
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Head |
Spawns in
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Extra Info:
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Infobox data from game version 2.0.201.114
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ganglionic teleprojector
The teleprojector is a fluted visor of fused tungsten filament. Two antennae coil out of the temples.
After a few turns of being worn, the ganglionic teleprojector attunes to your physiology, then grants you the ability to activate a version of domination that only works against robots.
Activating a ganglionic teleprojector to attempt domination normally requires 1000 charge, and maintaining domination normally requires 10 charge per turn.
Success Roll: 1d8 + Attacker level + 4 >= (4 + Defender MA) + Defender Level
Overloading a ganglionic teleprojector will provide a +2 bonus to the success roll, but will also consume four times as much charge.