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<!-- 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 | 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}} |
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