Ganglionic teleprojector: Difference between revisions

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(Charge notes)
(add charge info)
Line 10: Line 10:
| commerce = 595
| commerce = 595
| energycellrequired = yes
| energycellrequired = yes
| chargeused = 1010
| chargefunction = Initiate Domination [1000], Maintain Domination [10]
| id = Ganglionic Teleprojector
| id = Ganglionic Teleprojector
| complexity = 4
| complexity = 4

Revision as of 03:30, 18 September 2021

ganglionic teleprojector
Charge per Use

1010 Solar cell: 2 usesFidget cell: 2 usesLead-acid cell: 3 usesCombustion cell: 5 usesChem cell: 9 usesThermoelectric cell: 39 usesBiodynamic cell: 59 usesNuclear cell: 99 usesAntimatter cell: 198 usesMecha power core: 495 uses

Charge Used For

Initiate Domination [1000], Maintain Domination [10]

Complexity

4

Tier

4

Character

]

ID?Use this ID to Wish for the item

Ganglionic Teleprojector

Worn On

Head

Spawns in

Headwear

Extra Info:
ganglionic teleprojector

The teleprojector is a fluted visor of fused tungsten filament. Two antennae coil out of the temples.

Perfect

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.