Electricity Powers (FiD)
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Electricity powers deal with electric current, tension, and potential. It also masters magnetism. Most commonly viewed in technological terms, this also represents the lightning bolts of Zeus and the thundering hammer of Thor.
Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more.
Electricity is in a dominant position towards much technology — even if electric powers are not subtle enough to control technology and electronics, they can detect or destroy such devices.
Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it is very good.
Electric creatures are electric elementals and monsters with electric powers, such as Tanngrisnir and Tanngnjóstr, the goats of Thor. Many supernatural creatures combine Electricity with Air to become creatures of the storm. This also includes creatures with electronic brains like robots. The few natural animals that use electricity, mainly electric eels and sharks with electrosense, can be affected by both electric and Animal powers.
The plane of electricity in a magical setting is made up of ball-lightning-like nodes of electric powers, with arcs to other similar clusters nearby. These nodes are habitats where electric creatures thrive. Random bolts of lightning connect to more distant nodes. This environment looks deadly, but since nothing is grounded, you can walk on these lightning roads and floors, like birds can sit on power cables there is nowhere for the electricity to go.
Electricity Abilities
| Action | Basic | Advanced | Master | Apex |
| Dice | — | Minimum 2d | Minimum 4d | Minimum 6d |
| Stress | Avoid fumble (2+). | Succeed (4+). | Full success (6). | Critical (2 sixes). |
| Attune | Spark Sense Detect Electricity |
Spark Suppression Dismiss Electricity. |
Spark Summon Summon Electricity. |
Spark Zone Electric gateway. |
| Command | Electric Edict Intimidate with Electricity. |
Electric Echo Electric signalling. |
Electric Elite Command Electricity. |
Electric Enslave Bind Electricity. |
| Consort | Charged Circuit Electric accessories. |
Charged Coil Transform self. |
Charged Connection Transform Crew. |
Charged Cascade Transform gang. |
| Finesse | Jolt Jaunt Ride an Electric mount or vehicle. |
Jolt Joust Fine and potent electric melee. |
Jolt Jerk Finesse electricity. |
Jolt Journey Ride along electric wires. |
| Hunt | Volt Vise Track Electricity. |
Volt Vector Electric snipe. |
Volt Variable Electrify environments. |
Volt Volley Area attack. |
| Prowl | Phase Phantom Hide from Electricity. |
Phase Pulse Ride electric conductors. |
Phase Projection Crew Phase Phantom and Pulse. |
Phase Propagation Teleport along electric lines. |
| Skirmish | Surge Shield Resist Electricity. |
Surge Shock Electric melee. |
Surge Spiral Prevent Scale. |
Surge Storm Electric area attack. |
| Study | State Scan Identify Electricity. |
State Scrutiny Analyze Electricity. |
State Strata Electric history. |
State Synthesis Wide-ranging analysis. |
| Survey | Pulse Probe Sense Electricity. |
Pulse Periscope Sense from Electricity. |
Pulse Perception Spy using Electricity. |
Pulse Panorama Sense from all Electricity. |
| Sway | Conduct Credit Electric understanding. |
Conduct Consensus Crew communication. |
Conduct Capture Suggestion. |
Conduct Conviction Brainwash Electric creatures. |
| Tinker | Current Control Craft Electricity. |
Current Crafting Transmute Electricity. |
Current Conversion Transform Electricity. |
Current Cascade Mass-production. |
| Wreck | Cascade Cut Smash Electricity. |
Cascade Crash Collapse Electricity. |
Cascade Cloak Electric fade. |
Cascade Catastrophe Area destruction. |
Expanded Electricity Abilities
Attune
Harness the power of Attune Electricity to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence are light, it might lose control of itself, or that other creatures appear to intervene.
Spark Sense
Detect Electricity
Detect Electric creatures and powers. This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.
Spark Suppression
Dismiss Electricity.
Dismiss Electric creatures, end Electric abilities, force Electricity spirits to materialize or de-materialize. You can dispel any Electricity power and powers affecting Electricity creatures.
Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.
- Limited Outcome only works on spirits within reach.
- Standard Outcome covers an area based on your tier (p 220).
- Great Outcome reaches out to a range covered by tier (p 220).
Dismissing a creature back to its home plane and usually requires a high Outcome.
- Limited Outcome: Dismissing a creature that wants to return.
- Standard Outcome: Dismissing a weakened or damaged creature.
- Great Outcome: This is the norm, most dismissing requires this Outcome.
Spark Summon
Summon Electricity.
Summon an Electric creature from another plane. Electricity creatures come in three types, elementals, spirits, and creatures with powers.
An elemental is a simple creature totally dominated by its power. Most elementals have animal intelligence, and often take the shape of animals as well, tough animated bolts of electric energy and humanoid forms are also common.
Spirits are immaterial, ephemeral, manifesting the emotional and mental manifestations of Electricity. Spirits are more intelligent than elementals. They can use sophisticated power effects and usually have an agenda of their own.
Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power.
Example, a thunderbird is an oversize eagle that can cause lightning bolts. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.
You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
- Summoning a Creature
The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.
Depending on your degree of outcome, a creature is willing to do different things:
- Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
- Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
- Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.
The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:
- Half-hearted efforts
- Demanding not to be summoned again
- Breaking things or demanding concessions
- A short fight to assert dominance
- Deliberate sabotage
- A constant struggle to maintain control
Spark Zone
Electric gateway.
Create a portal to a plane of Electricity. Many settings will have a plane of electricity where electric powers come from, as described in the introduction tot he Electricity Form.
There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.
This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.
Command
Command and intimidate creatures based on your power, projecting authority. Position and effect depend on the situation and your relationship with listeners.
Electric Edict
Intimidate with Electricity.
You can create Electricity effects such as a an electric aura, ball lightning, and saint Elmo's fire to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. Electric creatures might recognize you as a figure of authority.
Electric Echo
Electric signalling.
Communicate with Electricity long-distance. You can communicate with Electricity creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful electric creature along an electric conductor or in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
You can use any electric loudspeaker as a two way communication device.
Electric Elite
Command Electricity.
Command Electricity creatures as if you were their superior. Electricity creatures see you as a regulator outranking them. This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.
Electric Enslave
Bind Electricity.
Permanently bind electric creatures to service. This won’t work unless you are already in a position of power. The effect is similar to Electric Elite but permanent. Strong emotions can break control, but otherwise, it lasts until dispelled.
Consort
Consort powers changes your form and later that of other creatures. These powers might also be used as a Set Up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.
A common consequences is that you are mistaken for someone else, or that your assumed form is somehow a hindrance. You might trigger prejudices, attract small objects through static electricity, or suffer other unexpected handicaps.
Charged Circuit
Electric accessories.
Mask yourself in electricity. You do not physically change yourself, you change your accessorize and outfit. You can create and maintain decorative electric arcs, coronas, and lights to make a fantastic outfit or conceal your identity.
As an Advanced ability, you can do this for your crew.
Charged Coil
Transform self.
Assume the form of an Electric creature. This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
Charged Coil can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Electricity powers inherently without risking stress. The duration depends on the Outcome.
- Limited Outcome is very temporary.
- Standard Outcome lasts for the duration of a score.
- Great Outcome lasts a long time. Used as poetic justice, it can be permanent.
Charged Connection
Transform Crew.
This is Charged Coil applied to another creature. The duration depends on the Outcome.
- Limited Outcome is very temporary.
- Standard Outcome lasts for the duration of a score.
- Great Outcome lasts a long time, depending on the story. Used as a poetic justice, this can be permanent.
If you also want to make the target unrecognizable, that requires additional effect, see Shocking Shape.
Charged Cascade
Transform gang.
Shape and instruct willing or non-sentient creatures. This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.
This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.
Finesse
Exercise finesse with your power, manipulating and attacking with precision
Jolt Jaunt
Ride an Electric mount or vehicle.
This allows you to use Finesse with mounts and vehicles you are not familiar with. You can ride any electric vehicle. You can ride electric beasts even if they are not trained to carry a rider. They must still be physically able to carry you.
Jolt Joust
Fine and potent electric melee.
Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it grants immunity. Certain targets may be more or less vulnerable to certain attacks, but this is the exception. A fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
Jolt Jerk
Finesse electricity.
You create and control minor electric charge in your vicinity. This allows you to activate electric controls and machinery and to ignite combustibles like light fuels and gunpowder. The effects are precise but momentary, activating it is very fast and can be combined with other actions.
This is often used as a Set Up action. Consequences are typically partial results; severe consequences may disrupt the scene or create unwanted attention.
Jolt Journey
Ride along electric wires.
You turn your crew and their vehicles and mounts into electric current to travel instantly along continuous electric connections, typically electric wires. Fuses and other safeties impede your travel, raising the required outcome and/or worsening position.
Hunt
Track, attack, and unleash devastating barrages with the power of Hunt Electricity. At short range, this can be dangerous to you and yours.
Volt Vise
Track Electricity.
Track electric creatures and vehicles. You can track electric creatures and vehicles even if your quarry does not leave any mundane trail or clues.
You can establish tension between yourself and another creature at range. Doing so produces a brief electrical discharge, visible in darkness and noticeable over distance and felt as strong jolt of static electricity Once established, this tension allows you to track the target as if they were an Electric creature for the next hour.
You can sense electric and magnetic forces in the environment, including magnetic north and oncoming electric storms.
Consequences often involve the tension itself — false pulls, grounding, feedback. A bad position may alert enemies or draw you into danger rather than simply losing the trail.
Volt Vector
Electric snipe.
Electric attack similar to a Fine and Potent rifle. Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against Electricity unless it is grounded, in which case it reduces Effect. Essentially, this serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally effective in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
Volt Variable
Electrify environments.
Create luminous electrical phenomena. Disturb electricity in the environment over a wide area. You can jam devices and lights, interfere with radio and telegraphy, or intensify an existing lightning storm. You may create St. Elmo’s fire or similar electrical coronas. With high Effect, you can create ball lightning that lingers as floating hazards.
This ability inflicts no direct damage, but can create environmental effects that can inflict Harm. Such effects are powerful, potentially damaging, unstable, and prone to escalation. Once created, you have no control over them.
Volt Variable is most often used as a Set Up, shaping the environment for follow-up actions.
Volt Volley
Area attack.
Electric attack with results similar to a Volt Variable grenade. An escalation of Volt Vector, this attacks an Area (p. 221). Less precise than Volt Vector, this affects all creatures at a location, with a risk of collateral damage. It deals full damage to cohort gangs (p. 96). Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative
Prowl
Sneak and move with stealth and agility.
Phase Phantom
Hide from Electricity.
Hide from electric sensors and creatures. This is different from most Basic Prowl abilities in that you do not use electricity to hide, instead you hide from electricity. This includes Electric creatures, most technological alarms and surveillance devices, and security created using Electricity abilities. Only you benefit from this ability; your Crew cannot unless you use Phase Projection, below.
Phase Pulse
Ride electric conductors.
You momentarily transform into electricity and travel along nearby electric conductors. You may only travel a about dozen meters at a time, depending on Outcome. Circuit breakers, weak power lines, and electrical security measures hinder this movement, but you may roll Prowl to bypass them. Your Crew cannot use this ability unless you employ Phase Projection.
Phase Projection
Crew Phase Phantom and Pulse.
You and your allies may now use Phase Phantom and Phase Phasing. This often ends up being a Group Action. Each character still rolls their own Prowl action.
Phase Propagation
Teleport along electric lines.
You and your allies may teleport along electric conductors, similar to Phase Pulse, but at much greater range. This is regional travel, remaining within the same city or region.
You arrive only at a location you are familiar with. Both initial Effect and Position are worse if you do not know where you are going or which conductors you will use. As a result, this ability excels at travel in familiar areas, but is less reliable for intrusion into hostile or unfamiliar territory.
Skirmish
Prosper in the chaos of battle.
Surge Shield
Resist Electricity.
Absorb power energies from Electricity powers, electric attacks, short-circuits, and lightning. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.
As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice..
Surge Shock
Electric melee.
Fine and Potent Skirmish Attack. Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it grants immunity.
Surge Spiral
Prevent Scale.
Create distractions an that prevents Scale (p. 221). This creates sparkling electric barriers. The effect is to deny the advantage of numbers. You can make a Surge Shock as a part of using this ability.
Surge Storm
Electric area attack.
Electric attack on all nearby enemies. Turns you into a one-man army. Not only do you negate the advantage your enemy may get from Scale (p. 221), you also hurt all your enemies in the skirmish and do full damage to a cohort gang.
Study
Study and analyze objects and creatures imbued with Electricity to gain insight and knowledge. The Outcome required depends on range:
- Limited Effect for touch.
- Standard Effect for line-of-sight.
- Great Effect to reach a target you know of or have some link to, but which is out of line-of-sight.
In a technological setting this can read the state of electronics, but it quickly becomes overwhelming to read complex devices, requiring the use of the Apex power for any significant computer.
State Scan
Identify Electricity.
Identify electric creatures and items. See radio waves. This gives the name and very basic information in narrative terms, but not details or actual rules. You can identify but not read radio and radar waves.
State Scrutiny
Analyze Electricity.
Analyze electric powers and abilities. Listen to radio. You learn of any powers or special abilities the creature has. This includes actual rules and game effects. You can listen in on radio, but coding makes this more difficult and might require Tinker to overcome.
You can read the state of simple electronic circuits. A computer holds too much data to be read like this.
State Strata
Electric history.
See past events around electric phenomena. Electric phenomena include machines, power lines, batteries, and Electricity powers. You learn about previous electric setups and what is connected to what as well as significant scenes from its history. The power zooms in on events of interest to you.
You can read the history of simple electronic circuits, seeing hot its state has changed over time. A computer holds too much data to be read like this.
State Synthesis
Wide-ranging analysis.
State Scrutiny on everything within Range (p. 221), then State Strata on three targets. Provides detailed information about Electricity within Range (p. 221), pinpointing locations of interest like electric lines and power nodes. You can then use Ampere Analysis to learn the history of up to three such locations.
Another use is to read the contents of electronic data storage, the ability sorts out the information you seek.
Survey
Perceive and locate manifestations of Electricity. The Outcome required depends on the target’s concealment:
- Limited Outcome finds targets hiding behind light cover or in distant places you can barely see.
- Standard Outcome allows you to perceive behind walls and into hard cover.
- Great Outcome allows you to perceive far-away places and locations you had no prior awareness of.
Pulse Probe
Sense Electricity.
Sense Electric creatures and abilities, electric current, electromagnetic radiation, and magnetism. This is a basic spotting power, selectively sensing things related to Electricity.
Pulse Periscope
Sense from Electricity.
Perceive the surroundings of a known electric device as if you were there. You move your perception to an electric conductor or device and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
Pulse Perception
Spy using Electricity.
Choose a location or creature. Gain Voltage View at the nearest electric device. Similar to Voltage View but allows you to focus on a specific creature or position. Automatically directs your senses to the best vantage point provided by a an electric device, typically close enough to observe the target. Fails if no suitable viewpoint is available.
Pulse Panorama
Sense from all Electricity.
Perceive from all electric devices in Range (p. 221) at once. Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how your perception works.
Sway
Communicate, mesmerize, and manipulate creatures imbued with Electricity. Position and effect are determined normally, depending on the situation and your relation to listeners.
Conduct Credit
Electric understanding.
Understand electric creatures and gauge their motivations. You can talk to and gauge the mood and motivations of Electricity creatures.
In addition you can sense if any kind of creature is in a mood to be quick, decisive, or hasty.
Conduct Consensus
Crew communication.
Crew can communicate with Electric creatures. Make folk quick and decisive. This allows you and your crew to use the Sway action with full effect on Electricity creatures, overcoming cultural and linguistic barriers.
In addition you can inspire anyone to be quick, decisive, and hasty in making decisions.
Conduct Capture
Suggestion.
Post suggestions in the mind of an Electric creature. This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
Conduct Conviction
Brainwash Electric creatures.
Permanently change the personality of an Electric creature that is in your power. This power is permanent but blatant. It changes the target on a deep level, altering their priorities and loyalties. Targets remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a Form — you cannot make an Electricity creature stand still and remain passive. Only exceptional creatures and circumstances can break this change.
Tinker
Manipulate, shape, and create objects imbued with your power to suit your needs. Electricity manipulates electric currents, arcs, and lightning. You can also work with the function electric and electronic devices if you understand them.
With pre-modern levels of technology, Tinker Electricity is rather limited in what it can make. You can always make lightning rods, simple Leyden jars (batteries), Franklin wheels (simple electric engines), and provoke neural reactions using electricity.
In some traditions, electricity is seen as the purest form of energy and used to power effects and power abilities of all kinds.
- Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
- Standard Outcome construction, repair, or item lasts for the duration of a score.
- Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.
Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.
Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.
Current Control
Craft Electricity.
Handle electric devices as if you had the appropriate tools and protective devices. This ability substitutes for tools and protection devices typical of a small workshop.
Current Crafting
Transmute Electricity.
Shape electric currents and electro-magnetic radiation directly, will retain their shape. This surpasses normal crafting, letting you manipulate electric charge and currents without using conductors. This can substitute for power lines and batteries and facilitates the construction of traps or devices, avoiding the need for extensive equipment.
Current Conversion
Transform Electricity.
You don't need tools to build complex fine and potent items based on electricity. You can create electric energy from nothing. This works like Current Crafting but needs no raw materials.
With multiple Forms you can transform Electricity into material linked to another Form. This allows intricate transformations where a metal sword can be transmuted into electricity and still work as a sword, or a wooden door can be changed to a magnetic field so you can walk through and the door then returns to normal.
Current Cascade
Mass-production.
Use Current Crafting on industrial scale or build something large. You can mass produce electric devices or create large structures like power plants that normally require a workforce and facilities. In long-term projects involving construction or crafting, Current Cascade makes dozens of items with the same effort as one item, but with a stress cost.
Wreck
Destroy, dismantle, and obliterate electricity and electric machines.
Most uses of Wreck Electricity will affect objects and walls, but the true destructive potential is against Electric devices, doing so with increased outcome. You can easily short out electricity at household power levels.
The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.
- Standard Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
- Limited Outcome suffices for construction significantly weaker than this.
- Greater Outcome is required for larger holes or stronger structures.
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.
Cascade Cut
Smash Electricity.
Noisily crash like an electric sledgehammer. Jam radio waves. Just as crude as it sounds. You destroy electric machinery, short out electricity at local power network level, and strike with the force of a sledgehammer. Electric attacks are made with lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it grants immunity. As usual, in combat Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
Cascade Crash
Collapse Electricity.
Smash electric machines as if they were wood. Attack as a Fine and Potent sledgehammer in combat. This bypasses the strength of materials, allowing you to break even the strongest electrical device as if it was made of wood. You can safely shortcut industrial power. You can use this to smash things or as a fine, potent sledgehammer. You can jam radio and electronic sensors in your immediate surroundings.
Cascade Cloak
Electric fade.
Cascade Crash, and destroyed targets silently disappear. Blank out radar and radio waves. Short Circuit with the improvement that wrecking things is now silent. Leave no traces, as what you wreck disappears. Get rid of evidence of electrical operations. Deaden electromagnetic radiation in the local area.
Cascade Catastrophe
Area destruction.
Short Circuit over a large area. Create widespread blackouts. Rather straightforward, this just scales things up to an entire town or battlefield.