Difference between revisions of "Technology: Electrical Device List"

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|style="padding-left: 5em;"|The ''potency'' of this device's damage increases by 2 for 5 rounds, after which it ''malfunctions''.
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Revision as of 17:09, 7 March 2016

The device index includes a full index of all devices in all fields, as well as an explanation of some of the terms used in these descriptions.

 

Technological Devices
Device Index | Atomical · Biomedical · Chemical · Differential · Electrical · Mechanical

 

Electrical Device Descriptions

The following are the electrical devices in alphabetical order.

 

TESLA CANNON
Classes: Eng
Field: Electrical [Lightning]
Construction Cost: 5 tp
Activation Time: Standard action
Range: Medium (100 feet)
Target: One creature (see text)
Duration: Instantaneous
Defense: Reflex
Technology Resistance: Yes
What looks like a rifle has been extensively modified, and now crackles with electricity.
You can make a technological attack with this device against any creature within range. If you hit, you deal potency 4 lightning damage.
 
CLUTCH
5 Rounds: The potency of this device's damage increases by 2 for 5 rounds.
 
INGENUITY
1 IS - Disable Inhibitor: As a swift action, for 5 rounds, increase the potency of this device's damage by 1.
1 IS - Reverse Polarity: As a swift action, for 5 rounds, this device deals magnetic damage rather than lightning damage; this device loses the [Lightning] descriptor and gains the [Magnetic] descriptor for the duration of this effect.
1 IS - Van de Graaff Switch: As a swift action, for 5 rounds, this device's Target becomes "Target: One creature, plus up to one creature/three student levels, each of which must be within 15 feet of at least one other target."