Cyberkinesis
 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