Home > Rulebook > Powers > Nanomancy > Hostile Takeover
You take over a machine and abuse it to perform any actions you would like with it.

Prerequisites: Machine Singularity, +15% Intellect, Level 10
TP Cost: 1 MP Cost: 75 per hour
Descriptors: Physical, Utility Casting: Intellect
Range: 10m Components: E

You gain control over an object of your choice, that machine acts under your will, and you can choose whether to activate that object or not. The machine – if sentient – is able to see all of the actions it performs but is unable to control the actions performed

Cantrip – You receive a +30% bonus to all Social actions while communicating with machines

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