Ganglionic teleprojector: Difference between revisions
m (add navbox) |
m (corrected turn count) |
||
Line 31: | Line 31: | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
After | 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. | ||
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. |
Revision as of 02:21, 16 January 2022
Charge per Use
|
1010 |
---|---|
Charge Used For
|
Initiate Domination [1000], Maintain Domination [10] |
Complexity
|
4 |
Tier
|
4 |
Potential
Mods? |
|
Character
|
] |
ID?
|
Ganglionic Teleprojector |
Worn On
|
Head |
Spawns in
|
|
Extra Info:
| |
Infobox data from game version 2.0.202.92
|
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.
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.
|