Ganglionic teleprojector: Difference between revisions
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After 100 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 100 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.{{Code Reference | class = Teleprojector }} | ||
Activating a {{name}} to attempt domination normally requires 1000 charge, and maintaining domination normally requires 10 charge per turn. | Activating a {{name}} to attempt domination normally requires 1000 charge, and maintaining domination normally requires 10 charge per turn. The domination will end if 400 turns pass or if the {{name}} runs out of power, whichever comes first. | ||
Success | Success roll: <math>\text{Attacker level} + 1d8 \ge \text{Target's Level} + \text{Target's MA}</math> | ||
[[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. Every 5 points of [[Compute power]] provides a +1 bonus to the success roll. Each point of compute power will also increase maximum duration by 4 turns. {{Code Reference | class = Teleprojector }} | ||
{{Head Equipment Navbox}} | {{Head Equipment Navbox}} |
Revision as of 18:19, 10 June 2022
Charge per Use
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1010 |
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Charge Used For
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Initiate Domination [1000], Maintain Domination [10] |
Complexity
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4 |
Tier
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4 |
Potential
Mods? |
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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 2.0.203.20
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The teleprojector is a fluted visor of fused tungsten filament. Two antennae coil out of the temples.
After 100 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.[1]
Activating a ganglionic teleprojector to attempt domination normally requires 1000 charge, and maintaining domination normally requires 10 charge per turn. The domination will end if 400 turns pass or if the ganglionic teleprojector runs out of power, whichever comes first.
Success roll:
Overloading a ganglionic teleprojector will provide a +2 bonus to the success roll. Every 5 points of Compute power provides a +1 bonus to the success roll. Each point of compute power will also increase maximum duration by 4 turns. [2]
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