Difference between revisions of "Electricity Powers (FiD)"

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|valign="top"| '''Electro-Magnetic Pulse''' <br> Similar to Short Circuit, but over a large area. This can cause blackout, quiet radio and radar, and cause random lighting strikes over a town.
 
|valign="top"| '''Electro-Magnetic Pulse''' <br> Similar to Short Circuit, but over a large area. This can cause blackout, quiet radio and radar, and cause random lighting strikes over a town.
 
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== Expanded Electricity Powers ==
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Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].

Revision as of 10:00, 30 April 2024

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Main Page is Powers Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more.

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 in a dominant position towards much technology - even if electric powers are not subtle enough to control technology and electronics, they can usually 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 grants immunity.

Electric creatures are electric elementals and monsters with electric powers, such as Tanngrisnir and Tanngnjóstr, the goats of Thor. This includes creatures with electronic brains like AIs and robots. The few animals that use electricity, mainly electric eels and sharks with their electrosense can be affected by both electric and [[Animal Powers (FiD)|Animal powers.

Electricity Power Effects

Action Basic
No minimum
3 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
7 Stress
Apex
Minimum 6 Dice
13 Stress
Attune Perceive
You can detect electric creatures and powers.
Dismiss
You can force an electric creature that is native to another plane of existence to return to that plane, or to end the operation of an electric ability.
Summon
You can call an electric creature from another plane. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
Gate
You can create a portal that allows travel to and from the plane of electricity.
Command Electric Edict
You can speak to electric creatures even if normally couldn't, allowing you to use the command action normally on them. You do not understand them in return.
Jolt Jargon
You and allies can communicate with electric creatures.
Electric Elite
You can give commands to electric creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
Electric Enslave
You can permanently bind electric creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
Consort Arcing Attire
You can make electric arcs around your body, permanent or temporary. This can mask your identity or create fabulous outfits.
Shocking Shape
You assume the form of an electric creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
Transform
You can shapechange a willing or helpless creatures into an electric creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
Wild Watts
You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
Finesse Jolted Journey
You can ride an electric mount or vehicle as if it was domesticated and you have the keys.
Lightning Lunge
You can use electricity as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
Current Control
You can do fine manipulation of electricity, allowing you to do small and exact manipulations at range, such as jolting or powering an electric device.
Lightning Labyrinth
Your power manifests a storm of electricity, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Spark Seeker
You can track electric creatures and vehicles, even if the target does not leave any mundane trail or clues.
Lightning Longshot
You can use electricity to attack, similar in effect to a fine and potent rifle.
Volt Volley
You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
Bolt Barrage
You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
Prowl Lightning Lurker
You can sense electric currents and electric conductors. You can hide from electric and electronic sensors.
Surge Surfer
You can travel along electric power cables. Your movement is impeded by safety measures like plugs and breakers.
Shock Squadron
You can bring allies along when you use Lightning Lurker and Surge Surfer.
Watt Warp
You and allies can teleport along electrical power lines. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
Skirmish Spark Stab
You can use electricity as a close-range attack, similar in effect to a melee weapon or pistol.
Lightning Lunge
Same as Skirmish Attack, except the weapon is fine and potent.
Lightning Labyrinth
Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Electro-Explosion
Your power strikes out in all directions, attacking all enemies in a wide area.
Study Current Clarity
You can identify electric creatures and items powered by electricity. You can see radio waves.
Research
You learn the powers and abilities of something you analyze. You can listen to radio comms.
Hindsight
You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
Omniscience
You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
Survey Volt Vision
You can sense electric creatures and electromagnetic radiation at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
Voltage View
You can perceive the surroundings of a known operating electric device as if you were there. You cannot use your Survey action for anything else when doing so.
Power Probe
Choose a location or creature. You gain Voltage View at the nearest electric device, which is often close enough to perceive the target.
Power Panorama
You perceive from all electric devices at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
Sway Current Clarity
You can understand electric creatures even if you normally couldn't and gauge their motivations.
Electric Eloquence
You and allies can communicate with electric creatures. You can make folk more quick and decisive.
Watt Whispers
You can post suggestions in the mind of an electric creature, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
Charge Compulsion
You change the personality and motivations of electric creatures. This is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
Tinker Current Control
You can handle electric devices as if you had the appropriate tools and protective devices. Handy against many modern alarms and security devices.
Current Crafting
You can shape materials electric devices, currents, and radiation as if they were of clay. Currents and radiation will retain their new shape for some time. You can hear radio transmissions.
Spawn Sparks
You can create electric objects, currents, and radiation out of nothing. This can create complex tools, such as fine and potent items.
Lightning Lattice
This is similar to Spawn Sparks but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
Wreck Static Smash
You can jimmy electric devices like a sledgehammer. Noisy and leaves a twisted object in place. Can jam radio waves.
Short Circuit
Similar to Static Smash. When smashing electric devices, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
Silent Surge
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust. Can blank out radar and radio waves.
Electro-Magnetic Pulse
Similar to Short Circuit, but over a large area. This can cause blackout, quiet radio and radar, and cause random lighting strikes over a town.

Expanded Electricity Powers

Expanded descriptions of effects that differ significantly from Typical Powers.