Home > Rulebook > Powers > Nanomancy > Cyberkinesis
You can create cybernetics, as well as chemical compounds out of nothing.

Prerequisites: Autokinesis, +10% Intellect, Level 5
TP Cost: 3 MP Cost: 50
Descriptors: Creation Casting: Intellect
Range: 10m Components: E, M (1kg of scrap materials per point)

You create a device entirely out of scrap parts and a little bit of elbow grease. The caster builds an item to the specifications below, using 1kg of parts to match 1 point. The caster starts with 10 points + Intellect Modifier % per level that they can always use for free without needing to gather resources.

Table: Cyberkinesis Recipes    
Recipe Effects Cost
Create Item/Equipment Create an item with that is destroyed in 1 hit and lasts only for 1 hour. Excludes Magitech Items. 1 point per C$1 cost
Increased Cyberkinesis Durability/Duration +1 extra hit survived
+1 hour of use
+1 extra use (if having effects of power or perk)
1 point
Add Effects of a Power or Perk Add any power or perk to the item that can be used once before being destroyed 20 points for power/perk you have only heard about
10 points for power/perk you don’t have
5 points for power/perk you currently have
Add/Remove Property +1 property added or removed from item 2 points
Increase MK Quality +1 MK Rank to any existing item, lasts for 1 hour MK I: 20 points
MK II: 40 points
MK III: 80 points
MK IV: 160 points
MK V: 320 points

Cantrip – Items you create take +20% less time to make.

Imbuement Effects
Target – The target gains the effects of the power