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Nanos - Rules and Breakdown

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Nanos - Rules and Breakdown Empty Nanos - Rules and Breakdown

Post  Buttercrush Mon Jun 01, 2020 9:47 pm

Nanos are small, bite-sized sidekicks made from Imaginary Energy and Fusion Matter used to fight back against the Fusions. They are a staple of the FusionFall series, so of course they're a part of the RP. Nanos differ in this universe in these ways...

  • Characters can potentially hold up to three Nanos at a time, and can change their arsenal at anytime by visiting the Great Machine, DexLabs, or Mandark Industries. Characters can get new Nanos for their catalog by defeating Fusions and bringing the Nano item to the Great Machine.
  • Only pure human characters are allowed to carry three Nanos at a time. Characters who are Aliens, EVOs, Magic users, Demons, Cyborgs, etc, can use only carry one Nano with them. Imaginary Friends CANNOT use Nanos.
  • Nano Potions and Gumballs exist within the universe, being sold by DexLabs and Mandark Industries. Potions can be used to heal Nanos, while Gumballs are purely just treats in universe.
  • Nano Types exist within the universe, but don't hold much influence over what happens in the RP.
  • Bonus, Scavenge, Recall, Treasure Hunter, and Radar have been repurposed from the game to better match the world of a role play. Since Resurrect'Ems don't exist, Revive has been removed entirely. Nanos with a Revive Power have all had the power replaced. Two new powers have been added in its place.

The original 56 Nanos featured in the original game, plus the three other Nanos included in FusionFall Retro are available for characters to earn at the beginning of the RP. As time goes on, unique Nanos created by the staff will be added.

Current Listing of Nanos
The Original 36:
The Post-Academy 21:
The Retro 3:
New Nanos:

Nano Powers

  • Antidote - The Nano provides protection against Fusion Matter poisoning and burns.
  • Bonus - The Nano adds its own energy onto your attacks for bonus damage.
  • Damage - Your Nano directly damages the enemy with a single attack.
  • Drain - Your Nano drains the enemy's power with lingering effects.
  • Freedom - This helps you escape from the enemies' attempts to hold you down.
  • Guard - Additional protection against physical attacks and damage is provided by your Nano.
  • Heal - The Nano repairs your wounds and helps you recover in some way.
  • Jump - Your Nano gives strength to your legs, allowing you to leap higher.
  • Leech - The Nano takes the enemy's energy and uses it to recover your own.
  • Radar - Your Nano shows you the locations of other entities near it.
  • Recall - The Nano tries to take you back to a pre-set location, but only inside an Infected Zone.
  • Rocket - You are propelled through the air upwards by your Nano's power.
  • Run - The Nano speeds up your movement.
  • Scavenge - The Nano skillfully breaks an object down into its smallest components.
  • Sleep - Your enemy is put to sleep by your Nano, and remains that way until disturbed.
  • Snare - The Nano debilitates an enemy, trapping them in place for some time.
  • Sneak - Your Nano increases the user's ability to go through peripheral perception.
  • Stun - The Nano debilitates an enemy, disabling their ability to act for some time.
  • Treasure Finder - Your Nano grabs an object from a distance and brings it to you.
  • Sensor - Your Nano will detect and tell you about weak points in Fusions.
  • Repair - This power lets your Nano patch up machines and vehicles, but doesn't completely fix them.
Buttercrush
Buttercrush

Posts : 4832
Join date : 2013-09-07
Location : The City Of Townsville

https://www.fanfiction.net/~buttercrush

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