Home > Rulebook > Powers > Nanomancy > Overwork
You force machines to work beyond their full potential.

Prerequisites: Reprogram, +15% Intellect, Level 6
TP Cost: 1 MP Cost: 100
Descriptors: Physical, Utility Casting: Intellect
Range: Touch Components: E

You overwork a machine to perform more then the task that it demands, you may get it to perform a single task that you desire, the machine must be remotely capable of performing the task, the GM may decide whether the machine is able to do this.

Cantrip – When lockpicking, if you’ve unlocked a lock before using no magical equipment, all DC’s with that lock are lowered by 30%

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