Difference between revisions of "Electricity Powers (FiD)"

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{{FiD}}
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{{FiD-Powers}}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.  
[[Powers_(FiD)#Common_Power_Effects|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.
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Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more.  
  
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.
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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.
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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.  
 
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.  
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Many supernatural creatures combine Electricity with Air to become creatures of the storm.
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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 (FiD)|Animal]] powers.
 
The few natural animals that use electricity, mainly electric eels and sharks with electrosense, can be affected by both electric and [[Animal Powers (FiD)|Animal]] powers.
  
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These nodes are habitats where electric creatures thrive.
 
These nodes are habitats where electric creatures thrive.
 
Random bolts of lightning connect to more distant nodes.  
 
Random bolts of lightning connect to more distant nodes.  
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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 Power Effects ===
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== Electricity Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
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|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
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|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" valign=bottom | '''Apex'''    
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|- 
 +
|valign=bottom | '''Dice '''
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|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
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|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
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|valign=bottom | '''Stress'''
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|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can detect electric creatures and powers.
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|valign="top"| '''[[#Spark Sense|Spark Sense]]'''       <br> Detect Electricity
|valign="top"| '''Dismiss''' <br> 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.  
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|valign="top"| '''[[#Spark Suppression|Spark Suppression]]''' <br> Dismiss Electricity.
|valign="top"| '''Summon''' <br> 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.
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|valign="top"| '''[[#Spark Summon|Spark Summon]]'''     <br> Summon Electricity.
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of electricity.  
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|valign="top"| '''[[#Spark Zone|Spark Zone]]'''       <br> Electric gateway.
 
|-
 
|-
|align="left" valign="top" | '''Command'''
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|align="left" valign="top" | '''Command'''  
|valign="top"| '''Electric Edict''' <br> 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.
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|valign="top"| '''[[#Electric Edict|Electric Edict]]'''   <br> Electric leverage.
|valign="top"| '''Jolt Jargon''' <br> You and allies can communicate with electric creatures.
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|valign="top"| '''[[#Electric Echo|Electric Echo]]'''   <br> Electric signalling.
|valign="top"| '''Electric Elite''' <br> You can give commands to electric creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
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|valign="top"| '''[[#Electric Elite|Electric Elite]]'''   <br> Command Electricity.
|valign="top"| '''Electric Enslave''' <br> 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.
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|valign="top"| '''[[#Electric Enslave|Electric Enslave]]''' <br> Bind Electricity.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Arcing Attire''' <br> You can make electric arcs around your body, permanent or temporary. This can mask your identity or create fabulous outfits.
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|valign="top"| '''[[#Charged Circuit|Charged Circuit]]'''   <br> Electric accessories.
|valign="top"| '''Shocking Shape''' <br> 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.
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|valign="top"| '''[[#Charged Coil|Charged Coil]]'''       <br> Transform self.
|valign="top"| '''Transform''' <br> 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.
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|valign="top"| '''[[#Charged Connection|Charged Connection]]''' <br> Transform Crew.
|valign="top"| '''Wild Watts''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''[[#Charged Cascade|Charged Cascade]]'''   <br> Transform gang.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Jolted Journey''' <br> You can ride an electric mount or vehicle as if it was domesticated and you have the keys.  
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|valign="top"| '''[[#Jolt Jaunt|Jolt Jaunt]]'''   <br> Ride Electricity.
|valign="top"| '''Lightning Lunge''' <br> 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.
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|valign="top"| '''[[#Jolt Joust|Jolt Joust]]'''   <br> Electric melee.
|valign="top"| '''Current Control''' <br> 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.
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|valign="top"| '''[[#Jolt Jerk|Jolt Jerk]]'''   <br> Finesse Electricity.
|valign="top"| '''Lightning Labyrinth''' <br> Your power manifests a storm of electricity, suppressing the effect of multiple opponents and acting as a fine potent weapon.
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|valign="top"| '''[[#Jolt Journey|Jolt Journey]]''' <br> Ride electric wires.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
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|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Spark Seeker''' <br> You can track electric creatures and vehicles, even if the target does not leave any mundane trail or clues.
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|valign="top"| '''[[#Volt Vise|Volt Vise]]'''     <br> Track Electricity.
|valign="top"| '''Lightning Longshot''' <br> You can use electricity to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''[[#Volt Vector|Volt Vector]]'''   <br> Electric snipe.
|valign="top"| '''Volt Volley''' <br> 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.
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|valign="top"| '''[[#Volt Variable|Volt Variable]]''' <br> Electrify environment.
|valign="top"| '''Bolt Barrage''' <br> 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.
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|valign="top"| '''[[#Volt Volley|Volt Volley]]'''   <br> Area attack.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Lightning Lurker''' <br> You can sense electric currents and electric conductors. You can hide from electric and electronic sensors.
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|valign="top"| '''[[#Phase Phantom|Phase Phantom]]'''     <br> Hide from Electricity.
|valign="top"| '''Surge Surfer'''   <br> You can travel along electric power cables. Your movement is impeded by safety measures like plugs and breakers.
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|valign="top"| '''[[#Phase Pulse|Phase Pulse]]'''       <br> Ride electric conductors.
|valign="top"| '''Shock Squadron'''  <br> You can bring allies along when you use Lightning Lurker and Surge Surfer.
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|valign="top"| '''[[#Phase Projection|Phase Projection]]'''  <br> Crew Prowling.
|valign="top"| '''Watt Warp'''       <br> 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.
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|valign="top"| '''[[#Phase Propagation|Phase Propagation]]''' <br> Travel electric lines.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Spark Stab''' <br> You can use electricity as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''[[#Surge Shield|Surge Shield]]''' <br> Resist Electricity.
|valign="top"| '''Lightning Lunge''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''[[#Surge Shock|Surge Shock]]''' <br> Fine and Potent Skirmish Attack.
|valign="top"| '''Lightning Labyrinth''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''[[#Surge Storm|Surge Storm]]''' <br> Gives Scale.
|valign="top"| '''Electro-Explosion''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''[[#Surge Spiral|Surge Spiral]]''' <br> Group Action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Current Clarity'''     <br> You can identify electric creatures and items powered by electricity. You can see radio waves.  
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|valign="top"| '''[[#State Scan|State Scan]]'''     <br> Identify Electricity.
|valign="top"| '''Research'''   <br> You learn the powers and abilities of something you analyze. You can listen to radio comms.  
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|valign="top"| '''[[#State Scrutiny|State Scrutiny]]''' <br> Analyze Electricity.
|valign="top"| '''Hindsight'''   <br> 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.
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|valign="top"| '''[[#State Strata|State Strata]]'''   <br> Electric history.
|valign="top"| '''Omniscience''' <br> 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.
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|valign="top"| '''[[#State Synthesis|State Synthesis]]''' <br> Wide-ranging analysis.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Volt Vision''' <br> 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.
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|valign="top"| '''[[#Pulse Probe|Pulse Probe]]'''     <br> Sense Electricity.
|valign="top"| '''Voltage View''' <br> 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.  
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|valign="top"| '''[[#Pulse Periscope|Pulse Periscope]]''' <br> Sense from Electricity.
|valign="top"| '''Power Probe''' <br> Choose a location or creature. You gain Voltage View at the nearest electric device, which is often close enough to perceive the target.
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|valign="top"| '''[[#Pulse Perception|Pulse Perception]]'''<br> Spy using Electricity.
|valign="top"| '''Power Panorama''' <br> 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.
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|valign="top"| '''[[#Pulse Panorama|Pulse Panorama]]''' <br> Sense from Electricity.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Current Clarity'''   <br> You can understand electric creatures even if you normally couldn't and gauge their motivations.  
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|valign="top"| '''[[#Conduct Credit|Conduct Credit]]'''     <br> Electric understanding.
|valign="top"| '''Electric Eloquence''' <br> You and allies can communicate with electric creatures. You can make folk more quick and decisive.
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|valign="top"| '''[[#Conduct Consensus|Conduct Consensus]]''' <br> Crew communication.
|valign="top"| '''Watt Whispers'''     <br> 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.
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|valign="top"| '''[[#Conduct Capture|Conduct Capture]]'''   <br> Suggestion.
|valign="top"| '''Charge Compulsion''' <br> 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.  
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|valign="top"| '''[[#Conduct Conviction|Conduct Conviction]]''' <br> Brainwash Electricity.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Current Control'''   <br> You can handle electric devices as if you had the appropriate tools and protective devices. Handy against many modern alarms and security devices.
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|valign="top"| '''[[#Current Control|Current Control]]'''   <br> Craft Electricity.
|valign="top"| '''Current Crafting''' <br> 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.
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|valign="top"| '''[[#Current Crafting|Current Crafting]]'''   <br> Transmute Electricity.
|valign="top"| '''Spawn Sparks'''     <br> You can create electric objects, currents, and radiation out of nothing. This can create complex tools, such as fine and potent items.
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|valign="top"| '''[[#Current Conversion|Current Conversion]]''' <br> Transform Electricity.
|valign="top"| '''Lightning Lattice''' <br> 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.
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|valign="top"| '''[[#Current Cascade|Current Cascade]]'''   <br> Mass-production.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Static Smash'''           <br> You can jimmy electric devices like a sledgehammer. Noisy and leaves a twisted object in place. Can jam radio waves.
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|valign="top"| '''[[#Cascade Cut|Cascade Cut]]'''         <br> Smash Electricity.
|valign="top"| '''Short Circuit'''         <br> 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.
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|valign="top"| '''[[#Cascade Crash|Cascade Crash]]'''       <br> Collapse Electricity.
|valign="top"| '''Silent Surge'''           <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust. Can blank out radar and radio waves.
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|valign="top"| '''[[#Cascade Cloak|Cascade Cloak]]'''       <br> Electric fade.
|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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|valign="top"| '''[[#Cascade Catastrophe|Cascade Catastrophe]]''' <br> Area destruction.
 
|}
 
|}
  
== Expanded Electricity Powers ==
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== Expanded Electricity Abilities ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
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=== Attune ===
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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.
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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.
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==== Spark Sense ====
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Detect Electricity
  
=== Attune ===
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Detect Electric creatures and powers.
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
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{{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Perceive:'''
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==== Spark Suppression ====
''You can detect creatures and power use tied to your power.  
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Dismiss Electricity.
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
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Dismiss Electric creatures, end Electric abilities, force Electricity spirits to materialize or de-materialize.
Naturally, effect is reduced as the creature is more heavily obscured.
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You can dispel any Electricity power and powers affecting Electricity creatures.
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
 
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
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==== Spark Summon ====
The consequences of this depends entirely on what happens around you when you do it.
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Summon Electricity.
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.  
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Summon an Electric creature from another plane.
Most powers only dispel effects of their own power.
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Electricity creatures come in three types, elementals, spirits, and creatures with powers.  
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
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An elemental is a simple creature totally dominated by its power.  
The position is controlled, possibly risky if there are a lot of other dangers around.
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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.
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
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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.
Against an opponent that uses power to fly or even breathe you can have a better effect.
 
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will simply not work, but will instead give you a clue to what you need to do to resolve the situation.
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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.  
  
'''Summon:'''
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''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.
''You can call a creature from a place of your power. 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 score in itself.
 
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
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{{ : Include Attune Summon (FiD) }}
This is usually a parallel world or plane of existence, dominated by your power.
 
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
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==== Spark Zone ====
They can also give advice and information related to their power.
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Electric gateway.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
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Create a portal to a plane of Electricity.
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
+
Many settings will have a plane of electricity where electric powers come from, as described in the introduction tot he Electricity Form.
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
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{{ : Include Attune Gate (FiD) }}
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
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=== Command ===
An elemental is a simple creature totally dominated by its power.
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Command and intimidate creatures based on your power, projecting authority. Position and effect depend on the situation and your relationship with listeners.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
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==== Electric Edict ====
They can use sophisticated power effects and usually have an agenda of their own.
+
Electric leverage.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
+
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.  
A fire dragon is impossibly large, flies, and breathes fire.  
+
This can provide the leverage needed to use Command to intimidate without actual threat of violence.  
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
+
Electric creatures might recognize you as a figure of authority.
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
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==== Electric Echo ====
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
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Electric signalling.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.
+
Communicate with Electricity long-distance.
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
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.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
You can use any electric loudspeaker as a two way communication device.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
==== Electric Elite ====
Typical consequences are:
+
Command Electricity.
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
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.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
==== Electric Enslave ====
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
+
Bind Electricity.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
Permanently bind electric creatures to service.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
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.
  
This is rarely useful, but can be under exceptional circumstances.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
 
There are also things that are possible to do on these planes that are not allowed in the regular world, most 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 where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
=== Consort ===
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
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.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
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.
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
 
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
==== Charged Circuit ====
Command creatures based on your power with communication and authority.
+
Electric accessories.  
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
Mask yourself in electricity.
''You can make creatures understand you, but you do not understand them.
+
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.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
As an Advanced ability, you can do this for your crew.
Combined with the basic power of Sway allows two-way communication.
 
  
'''Translate:'''
+
==== Charged Coil ====
You and allies can communicate with creatures based on your power.
+
Transform self.
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
Assume the form of an Electric creature.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
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.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
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.
Creatures of the relevant type will understand your orders.
+
When appropriate, your new form can use Basic and Advanced Electricity powers inherently without risking stress.
 +
The duration depends on the Outcome.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
* '''Limited Outcome''' is very temporary.
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
* '''Standard Outcome''' lasts for the duration of a score.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
+
* '''Great Outcome''' lasts a long time. Used as poetic justice, it can be permanent.  
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.  
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
==== Charged Connection ====
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
Transform Crew.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
This is Charged Coil applied to another creature.  
''You can permanently bind 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.
+
The duration depends on the Outcome.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
* '''Limited Outcome''' is very temporary.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
* '''Standard Outcome''' lasts for the duration of a score.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
+
* '''Great Outcome''' lasts a long time, depending on the story. Used as a poetic justice, this can be permanent.  
  
=== Consort ===
+
If you also want to make the target unrecognizable, that requires additional effect, see Shocking Shape.
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
 
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
==== Charged Cascade ====
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
Transform gang.
  
You do not physically change yourself, you accessorize and change your outfit.
+
Shape and instruct willing or non-sentient creatures.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
{{ : Apex Consort }}
  
'''Shapechange:'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
  
This is a true physical transmutation.
+
=== Finesse ===
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Exercise finesse with your power, manipulating and attacking with precision
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
==== Jolt Jaunt ====
You rating in the improved action increases by one.
+
Ride Electricity.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
Ride an Electric mount or vehicle.
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
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.
  
'''Transform:'''
+
You can use this for your crew as an Advanced ability.
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
 
  
This is the shapechange power applied to another creature.
+
==== Jolt Joust ====
The duration depends of the effect, limited effect is very temporary, more of a warning.
+
Electric melee.  
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
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.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
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.
  
'''Wild Hunt:'''
+
==== Jolt Jerk ====
''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 Electricity.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
You create and control minor electric charge in your vicinity.
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
+
This allows you to activate electric controls and machinery and to ignite combustibles like light fuels and gunpowder. {{ Include Finesse Master }}
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
=== Finesse ===
+
==== Jolt Journey ====
Exercise finesse with your power, manipulating and attacking with precision.
+
Ride electric wires.
  
'''Ride:'''
+
You turn your crew and their vehicles and mounts into electric current to travel instantly along continuous electric connections, typically electric wires.
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
Fuses and other safeties impede your travel, raising the required Outcome and/or worsening Position.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Duel:'''
+
=== Hunt ===
''You can use the power 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.
+
Track, attack, and unleash devastating barrages with the power of Hunt Electricity. At short range, this can be dangerous to you and yours.
  
What this actually does depends on the power used.
+
==== Volt Vise ====
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Track Electricity.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, 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, no more, no less.
 
  
'''Manipulate:'''
+
Track electric creatures and vehicles.
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
You can track electric creatures and vehicles even if your quarry does not leave any mundane trail or clues.  
  
This allows you to manipulate small amounts of matter governed by your power.  
+
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
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
Once established, this tension allows you to track the target as if they were an Electric creature for the next hour.
  
'''Surge:'''
+
You can sense electric and magnetic forces in the environment, including magnetic north and oncoming electric storms.
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
 
  
You create ans use weapon like Duel above, and also create distractions.
+
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.
The effect is like having a number of trusty but entirely defensive allies in the fight.  
 
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
=== Hunt ===
+
==== Volt Vector ====
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Electric snipe.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
Electric attack similar to a Fine and Potent rifle.
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
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.
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
==== Volt Variable ====
 +
Electrify environment.
  
'''Potent Snipe:'''
+
Create luminous electrical phenomena.
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
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.
  
The effect of this action varies depending on the nature of your power.  
+
This ability inflicts no direct damage, but can create environmental effects that can inflict Harm.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Such effects are powerful, potentially damaging, unstable, and prone to escalation.  
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.  
+
Once created, you have no control over them.
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Area Attack:'''
+
Volt Variable is most often used as a Set Up, shaping the environment for follow-up actions.
''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.
 
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
==== Volt Volley ====
The effect is more powerful but less precise.
+
Area attack.
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
  
'''Barrage:'''
+
Electric attack with results similar to a Volt Variable grenade.
''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.
+
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
  
Continued escalation, this can create a crater or raze buildings, but creatures are no more or less likely to survive.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
It is no more likely to harm creatures than Potent Snipe or Area Attack, but does so over a wide area.
 
Enemies in bunkers and other cover are discomforted, but not damaged.
 
Creatures in this area need to keep their heads down, which is usually enough of a distraction that your side can do something else unopposed, such as prowling about or running away.
 
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Sneak and move with stealth and agility.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
+
 
 +
==== 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.
  
'''Reconnaissance:'''
+
==== Phase Pulse ====
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
Ride electric conductors.
  
This provides you cover to hide in places you ordinarily could not.  
+
You momentarily transform into electricity and travel along nearby electric conductors.
Where you can use this is explained in each specific power.
+
You may only travel a about dozen meters at a time, depending on Outcome.
It otherwise works just like any other attempt to use Prowl to avoid notice.
+
Circuit breakers, weak power lines, and electrical security measures hinder this movement, but you may roll Prowl to bypass them.
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
+
Your Crew cannot use this ability unless you employ Phase Projection.
  
'''Maneuver:'''
+
==== Phase Projection ====
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
Crew Prowling.
  
Again, each power will explain how it can use this mobility.
+
You and your allies may now use Phase Phantom  and Phase Phasing.
Your friends and allies cannot use this unless you employ Travel, which is described later
+
This often ends up being a Group Action.
 +
Each character still rolls their own Prowl action.
  
'''Travel:'''
+
==== Phase Propagation ====
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Travel electric lines.
  
Now you and your allies can Prowl in places where your power is at home.  
+
You and your allies may Teleport along electric conductors, similar to Phase Pulse, but at much greater range.
They still use their own Prowl action.
+
This is regional travel, remaining within the same city or region.
  
'''Transport:'''
+
You arrive only at a location you are familiar with.
''You and allies can teleport from one location where your power is present to another. 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.
+
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.
  
How and where you use this is explained in each power.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This takes you to places you are familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
Prosper in the chaos of battle.
 +
 
 +
==== Surge Shield ====
 +
Resist Electricity.
  
'''Skirmish Attack:'''
+
Absorb power energies from Electricity powers, electric attacks, short-circuits, and lightning.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
{{ : Damage Resistance Template (FiD)}}.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.  
+
==== Surge Shock ====
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.  
+
Electric melee.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.  
+
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
+
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.
  
'''Fine Skirmish Attack:'''
+
==== Surge Storm ====
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Gives Scale..
  
'''Obstruction:'''
+
Turns you into an army of sizzling electricity. You gain Scale (p. 221) and can make a Surge Shock as a part of using this ability.
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
==== Surge Spiral ====
The effect is to deny your enemies the advantage of numbers.
+
Group Action.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
This allows you and allies to initiate a Group Action when coordination must occur instantly or across separation — faster than normal communication allows. {{ : Apex Skirmish Include (FiD) }}
''Your power strikes out in all directions, attacking all enemies in a wide area.
 
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Study and analyze objects and creatures imbued with Electricity to gain insight and knowledge.  
 +
The Outcome required depends on range:
  
'''Analyze:'''
+
* Limited Effect for touch.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
* 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.
  
'''Research:'''
+
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.
''You know the powers and abilities of something you analyze.
 
  
'''Hindsight:'''
+
==== State Scan ====
''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.
+
Identify Electricity.
  
'''Omniscience:'''
+
Identify electric creatures and items. See radio waves.
''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.
+
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 an Area (p. 221), then State Strata on three targets.
 +
Provides detailed information about Electricity within an Area (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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
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.
  
'''Detect:'''
+
==== Pulse Probe ====
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
Sense Electricity.
  
'''Sensor:'''
+
Sense Electric creatures and abilities, electric current, electromagnetic radiation, and magnetism.
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
+
This is a basic spotting power, selectively sensing things related to Electricity.
  
'''Scry:'''
+
==== Pulse Periscope ====
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Sense from Electricity.
  
'''Omnipresence:'''
+
Perceive the surroundings of a known electric device as if you were there.
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
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 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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, mesmerize, and manipulate creatures imbued with Electricity.  
Sway creatures based on your power with persuasion and cajoling.
+
Position and effect are determined normally, depending on the situation and your relation to listeners.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
+
==== Conduct Credit ====
You need not select a specific type of creature in advance.
+
Electric understanding.
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
Understand electric creatures and gauge their motivations.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
You can talk to and gauge the mood and motivations of Electricity creatures.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
In addition you can sense if any kind of creature is in a mood to be quick, decisive, or hasty.
  
'''Translate:'''
+
==== Conduct Consensus ====
''You and allies can communicate with creatures based on your power.
+
Crew communication.
  
This allows you to use the Sway power to its full effect.
+
Crew can communicate with Electric creatures.
You are still wheedling unless you also use Command the advanced Command effect.
+
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, many powers will have the power to inspire a mood or emotion specific to that power.
+
In addition you can inspire anyone to be quick, decisive, and hasty in making decisions.
  
'''Mesmerize:'''
+
==== Conduct Capture ====
''You can post suggestions in the mind of a creature manifesting your power, 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.
+
Suggestion.
  
Essentially this is an attempt to Sway with two advantages.
+
Post suggestions in the mind of an Electric creature.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
+
This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set.  
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
+
The power remains subtle until the suggestion is activated.  
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.  
+
The target will not remember being swayed.
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
==== Conduct Conviction ====
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
Brainwash Electricity.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
Permanently change the personality of an Electric creature that is in your power.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
+
This power is permanent but blatant.
Exceptional creatures and exceptional circumstances can break this change.
+
It changes the target on a deep level, altering their priorities and loyalties.
This depends more on role-playing than die rolls.
+
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 ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and create objects imbued with your power to suit your needs.  
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
Electricity manipulates electric currents, arcs, and lightning.
 +
You can also work with the function electric and electronic devices if you understand them.
  
'''Handle:'''
+
With pre-modern levels of technology, Tinker Electricity is rather limited in what it can make.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
You can always make ''lightning rods, simple Leyden jars'' (batteries), ''Franklin wheels'' (simple electric engines), and provoke ''neural reactions'' using electricity.
  
This mainly substitutes for tools, up to a small workshop.
+
In some traditions, electricity is seen as the purest form of energy and used to power effects and power abilities of all kinds.
You are also protected from any dangerous effects of working with the elements of your power.
+
{{ : Include Tinker (FiD) }}
  
'''Shape:'''
+
==== Current Control ====
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Craft Electricity.
  
You can now do more than normal craft could do.
+
Handle electric devices as if you had the appropriate tools and protective devices.
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
+
This ability substitutes for tools and protection devices typical of a small workshop.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
==== Current Crafting ====
The effect determines the effectiveness of your construction, but also how long it will last.
+
Transmute Electricity.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
Shape electric currents and electro-magnetic radiation directly, will retain their shape.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
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.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
==== Current Conversion ====
 +
Transform Electricity.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
You don't need tools to build complex fine and potent items based on electricity.
The result will maintain its form as if affected by the Shape ability.
+
You can create electric energy from nothing. This works like [[#Current Crafting|Current Crafting]] but needs no raw materials.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
With multiple Forms you can transform Electricity into material linked to another Form.
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
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.
  
Pretty self-explanatory, this is Create on a larger scale.
+
==== Current Cascade ====
This is useful for equipping a large band or building something large out of nothing.
+
Mass-production.
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
+
 
 +
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
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.
  
'''Jimmy:'''
+
Noisily crash like an electric sledgehammer. Jam radio waves.
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
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.
  
Just as crude as it sounds.
+
==== Cascade Crash ====
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Collapse Electricity.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
Smash electric machines as if they were wood.
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
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.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
==== Cascade Cloak ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
Electric fade.
  
'''Disintegrate:'''
+
Cascade Crash, and destroyed targets silently disappear.
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
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.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
==== Cascade Catastrophe ====
You also leave less traces, as what you wreck disappears.
+
Area destruction.
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
Short Circuit over a large area. Create widespread blackouts.
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
Rather straightforward, this just scales things up to an entire town or battlefield.
  
Rather straightforward, this just scales things up.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 16:16, 13 February 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark Powers

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
Electric leverage.
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 Electricity.
Jolt Joust
Electric melee.
Jolt Jerk
Finesse Electricity.
Jolt Journey
Ride electric wires.
Hunt Volt Vise
Track Electricity.
Volt Vector
Electric snipe.
Volt Variable
Electrify environment.
Volt Volley
Area attack.
Prowl Phase Phantom
Hide from Electricity.
Phase Pulse
Ride electric conductors.
Phase Projection
Crew Prowling.
Phase Propagation
Travel electric lines.
Skirmish Surge Shield
Resist Electricity.
Surge Shock
Fine and Potent Skirmish Attack.
Surge Storm
Gives Scale.
Surge Spiral
Group Action.
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 Electricity.
Sway Conduct Credit
Electric understanding.
Conduct Consensus
Crew communication.
Conduct Capture
Suggestion.
Conduct Conviction
Brainwash Electricity.
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 Set Up actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses astral projection or turned into a merman to breathe underwater you have a better base effect. When its dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this may 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.

Back to top

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

Electric leverage.

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.

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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.

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Finesse

Exercise finesse with your power, manipulating and attacking with precision

Jolt Jaunt

Ride Electricity.

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.

You can use this for your crew as an Advanced ability.

Jolt Joust

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 effect is small, precise, and momentary. When it makes sense in the story that this creates leverage, you may roll Finesse without expending any time. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Jolt Journey

Ride 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.

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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 environment.

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

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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 Prowling.

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

Travel 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.

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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 Storm

Gives Scale..

Turns you into an army of sizzling electricity. You gain Scale (p. 221) and can make a Surge Shock as a part of using this ability.

Surge Spiral

Group Action.

This allows you and allies to initiate a Group Action when coordination must occur instantly or across separation — faster than normal communication allows. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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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 an Area (p. 221), then State Strata on three targets. Provides detailed information about Electricity within an Area (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.

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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 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.

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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 Electricity.

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.

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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.

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