Ganglionic teleprojector: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
(Updated by egocarib with game version 2.0.203.20 using QBE v1.0rc2)
No edit summary
Line 31: Line 31:
}}
}}
<!-- END QBE -->
<!-- END QBE -->
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 Roll: 1d8 + Attacker level + 4 >= (4 + Defender MA) + Defender Level
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, but will also consume four times as much charge.
[[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

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

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

helmet, headwear, general, electronics

Character

]

ID?Use this ID to Wish for the item

Ganglionic Teleprojector

Worn On

Head

Spawns in

Headwear
Items

Extra Info:
ganglionic teleprojector

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

Perfect

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]

  1. XRL.World.Parts.Teleprojector
  2. XRL.World.Parts.Teleprojector