Difference between revisions of "Electricity Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
 
Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more.
 
Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more.
  
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{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
|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'''       <br> Detect Electric creatures and powers.  
|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''' <br> Dismiss Electric creatures, end Electric powers.  
|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'''     <br> Summon an Electric creature from another plane.
|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'''       <br> Create a portal to a plane of Electricity.  
 
|-
 
|-
|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'''   <br> Command Electric creatures. You do not understand them.
|valign="top"| '''Jolt Jargon''' <br> You and allies can communicate with electric creatures.
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|valign="top"| '''Electric Echo'''   <br> Communicate with Electricity long-distance.
|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'''   <br> Command Electric creatures, as if you were their superior.  
|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''' <br> Permanently bind electric creatures to service.
 
|-
 
|-
|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"| '''Arcing Attire''' <br> Mask yourself in electricity.
|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"| '''Shocking Shape''' <br> Assume the form of an Electric creature.
|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"| '''Transformator''' <br> Shocking Shape a willing or helpless creature.
|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"| '''Wild Watts'''     <br> Shape and instruct willing or non-sentient creatures.
 
|-
 
|-
|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'''   <br> Ride an Electric mount or vehicle.  
|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'''   <br> Fine and potent 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'''   <br> Small and precise electric manipulation.
|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''' <br> Ride along 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"| '''Spark Seeker'''       <br> Track electric creatures and vehicles.  
|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"| '''Lightning Longshot''' <br> Electric attack similar to a fine and potent rifle.  
|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"| '''Glow Glimmer'''       <br> Control electric devices, create coronas.
|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'''       <br> Electric attack similar to a fine and potent grenade.
 
|-
 
|-
|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"| '''Lightning Lurker''' <br> Hide from electric sensors.
|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"| '''Surge Surfer'''     <br> Ride electric power cables.
|valign="top"| '''Shock Squadron''' <br> You can bring allies along when you use Lightning Lurker and Surge Surfer.
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|valign="top"| '''Shock Squadron'''   <br> Crew use of Lightning Lurker or Surge Surfer.
|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"| '''Watt Warp'''       <br> Crew teleport along 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"| '''Block Electricity'''   <br> Block Electricity Harm.  
|valign="top"| '''Lightning Lunge''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Lightning Lunge'''     <br> Skirmish Attack, except the weapon is fine and potent.
|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"| '''Lightning Labyrinth''' <br> Create distractions an that prevents 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"| '''Electro-Explosion'''   <br> Electric attack on all nearby enemies.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Electric Eye'''     <br> You can identify electric creatures and items powered by electricity. You can see radio waves.  
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|valign="top"| '''Electric Eye'''   <br> Identify electric creatures and items. See radio waves.  
|valign="top"| '''Current Clarity'''   <br> You learn the powers and abilities of something you analyze. You can listen to radio comms.  
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|valign="top"| '''Current Clarity''' <br> Analyze electric powers and abilities. Listen to radio.  
|valign="top"| '''Ampere Analysis'''   <br> You can read the past events of something you analyze with Current Clarity. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''Ampere Analysis''' <br> See past events around electric phenomena.
|valign="top"| '''Joule Judgment''' <br> You research everything in a wide area like Current Clarity. You can then use Ampere Analysis on some of these targets.
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|valign="top"| '''Joule Judge'''     <br> Current Clarity in a wide area, Ampere Analysis on three targets.
 
|-
 
|-
 
|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"| '''Volt Vision'''   <br> Sense Electric creatures, current, electromagnetic radiation.
|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"| '''Voltage View'''   <br> Perceive the surroundings of a known electric device as if you were there.  
|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"| '''Power Probe'''   <br> Choose a location or creature. Gain Voltage View at the nearest electric device.
|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"| '''Power Panorama''' <br> Perceive from all electric devices at once over a wide area.
 
|-
 
|-
 
|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"| '''Current Clarity'''    <br> Understand electric creatures and gauge their motivations.  
|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"| '''Electric Eloquence''' <br> Crew can communicate with electric creatures. Make folk quick and decisive.
|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"| '''Watt Whispers'''      <br> Post suggestions in the mind of an electric creature.
|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"| '''Charge Compulsion'''  <br> Permanently change the personality of an electric creature.  
 
|-
 
|-
 
|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'''  <br> Handle electric devices as if you had the appropriate tools and protective devices.
|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'''  <br> Shape electric currents and elctro-magnetic radiation directly, will retain their shape.  
|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"| '''Spawn Sparks'''      <br> Create electric objects, currents, and radiation out of nothing.
|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"| '''Lightning Lattice''' <br> Current Crafting on industrial scale or build something large.
 
|-
 
|-
 
|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"| '''Static Smash''' <br> Noisily crash like an electric sledgehammer. Jam radio waves.
|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"| '''Short Circuit''' <br> Smash electric machines as if they were wood. Fine potent sledgehammer in combat.
|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"| '''Silent Surge''' <br> Destroyed targets silently disappear. Blank out radar and radio waves.
|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"| '''EMP'''           <br> Short Circuit over a large area. Blackout, jam all radio and radar.
 
|}
 
|}
  
 
== Expanded Electricity Powers ==
 
== Expanded Electricity Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
 
 
=== Attune ===
 
=== Attune ===
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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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.
 
 
'''Perceive:'''
 
''You can detect creatures and power use tied to your power.  
 
  
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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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 might be that it loses control of itself, or that other creatures appear to intervene.
Naturally, effect is reduced as the creature is more heavily obscured.
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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'''Spark Sense'''
''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.
+
Detect Electric creatures and powers.
  
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.
+
This is usually done to see a Spirit or disguised creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
The consequences of this depends entirely on what happens around you when you do it.  
 
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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'''Spark Suppression'''
Most powers only dispel effects of their own power.
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Dismiss Electric creatures, end Electric 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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Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
The position is controlled, possibly risky if there are a lot of other dangers around.
 
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.
+
You can dispel any Electricity power and powers affecting Electricity creatures.
Against an opponent that uses power to fly or even breathe you can have a better effect.
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You can force a Spirit to materialize.
 +
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. This improves the position of the supported action.  
  
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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When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to travel a power line you can have a better effect.
  
'''Summon:'''
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When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
''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.
+
'''Spark Summon'''
This is usually a parallel world or plane of existence, dominated by your power.
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Summon an Electric creature from another plane.
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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Summoning can bring you allies to fight or labor for you, giving you scale.
They can also give advice and information related to their power.
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They can also give advice and information related to their power.  
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
+
Summons can use simple effects of their power and maintain power effects you have created.  
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.
+
You can summon generic creatures without having to do a flashback.
 +
Such a creature is similar to a gang member in ability and are often summoned in groups to add scale.
 +
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 or block of data.
 
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.  
 
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.  
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.
 
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.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
Summoned Electricity creatures generally come in two types, elementals and creatures with powers.  
  
 
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.
 
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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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.
 
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.
+
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.  
They can use sophisticated power effects and usually have an agenda of their own.
+
A thunderbird is an oversize eagle that can cause lightning bolts.
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.  
 
A fire dragon is impossibly large, flies, and breathes fire.
 
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
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.
 
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.
 
Depending on your degree of effect the creature is willing to do different things.
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.
+
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.
  
 
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.  
 
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.  
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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.
 
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.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
Typical consequences include:
Typical consequences are:
+
* A bargain of payment in things the creature prizes such as amber or precious metal.
The creature strikes out at you once.
+
* The creature strikes out at you once.
A tightwire struggle to keep the creature under control
+
* A tightwire struggle to keep the creature under control.
The creature breaks things around you, demands concessions from you.
+
* You need to concentrate to keep the creature under control.
Overly literal interpretations of your commands.
+
* The creature breaks things around you.
The creature deliberately does its tasks poorly.
+
* Overly literal interpretations of your commands.
 
 
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.
 
  
 +
Offering a creature gifts or services appropriate to its nature can help.
 +
This is essentially a devil's bargain, accepting a price in advance.
 
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
 
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
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.
+
If you are a druid and summon a creature focused on electronics, or if the summon is three or more tiers above you the position will be desperate.
 
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.  
 
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:'''
+
'''Spark Zone'''
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
Create a portal to a plane of Electricity.
  
This is rarely useful, but can be under exceptional circumstances.
+
Many settings will have a plane of electricity where electric powers come from.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.  
+
There are things that are possible to do on such a plane that are not allowed in the regular world.
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.  
+
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.
 
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.
 
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.
  
 +
A gate lasts for a while, enough for a quick score.
 +
If things take a lot of time it might require a separate use of the power to return home again.
 
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
 
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
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 ===
 
=== Command ===
Command creatures based on your power with communication and authority.
+
Command and intimidate creatures based on your power, projecting authority. Position and effect depend on the situation and your relationship with the listeners.
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.
+
'''Electric Edict'''
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. 
+
Command Electric creatures. You do not understand them.
This still has the normal stress cost.
+
 
 +
This is useful for intimidating Electricity  creatures and commanding foreign or alien subordinates. Combined with Sway: Current Clarity, it allows two-way communication.
  
'''Communicate:'''
+
'''Electric Echo'''  
''You can make creatures understand you, but you do not understand them.
+
Communicate with Electricity long-distance.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
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 creature related to your power 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.
Combined with the basic power of Sway allows two-way communication.
 
  
'''Translate:'''
+
You can use any electric loudspeaker as a two way communication device.
You and allies can communicate with creatures based on your power.
 
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:'''
+
'''Electric Elite'''
''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.
+
Command Electric creatures, as if you were their superior.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
Electricity creatures see you as a regulator outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.
Creatures of the relevant type will understand your orders.
 
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard effect makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
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.
 
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.
 
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.
+
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
 
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:'''
+
'''Electric Enslave'''
''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.
+
Permanently bind electric creatures to service.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
This won’t work unless you are already in a position of power. The effect is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
 
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.
 
  
 
=== Consort ===
 
=== Consort ===
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
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.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
+
 
 +
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might attract small objects through static electricity, trigger prejudices, or have unexpected handicaps.
  
'''Mask:'''
+
'''Arcing Attire'''
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
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 another.
  
You do not physically change yourself, you accessorize and change your outfit.
+
'''Shocking Shape'''
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Assume the form of an Electric creature.
  
'''Shapechange:'''
+
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.
''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.
+
Shocking Shape 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.
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 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.
+
With limited effect you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
You rating in the improved action increases by one.
 
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
+
'''Transformator'''
''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.
+
Shocking Shape a willing or helpless creature.
  
'''Transform:'''
+
This is Shocking Shape applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Shapechange.
''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.
+
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
The duration depends of the effect, limited effect is very temporary, more of a warning.
 
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.
+
'''Wild Watts'''
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
Shape and instruct willing or non-sentient creatures.
  
'''Wild Hunt:'''
+
This is where Consort becomes a combination of the Transformator and Attune: Spark Summon powers. 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.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
 
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
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 given bit parts, acting as servants and laborers.
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.
 
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 ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
Exercise finesse with your power, manipulating and attacking with precision
  
'''Ride:'''
+
'''Jolt Jaunt'''
''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.
+
Ride an Electric mount or vehicle.
  
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.
+
This allows you to use Finesse with mounts and vehicles you are not familiar with.
 +
You can ride any electric vehicle.
 +
You can bypass simple locks on vehicles, but not more serious security.
 +
You can ride electric beasts even if they are not trained to carry a rider.
 +
They must still be physically able to carry you.
  
'''Duel:'''
+
'''Jolt Joust'''
''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.
+
Fine and potent electric melee.  
  
What this actually does depends on the power used.  
+
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.
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.  
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.  
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.
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:'''
+
'''Jolt Jerk'''
''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.
+
Small and precise electric manipulation.
  
This allows you to manipulate small amounts of matter governed by your power.
+
This allows you to manipulate small amounts of Electricity at short range, allowing you to trigger devices, and perform legerdemain. This can substitute for simple Tinker actions, but nothing complicated. You can open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as there is an electric device to manipulate.
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.
 
  
'''Surge:'''
+
'''Jolt Journey'''
''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.
+
Ride along electric wires.
  
You create ans use weapon like Duel above, and also create distractions.
+
You turn your crew and their vehicles and mounts into electric current to travel instantly along continuous electric connections, typically electric wires.  
The effect is like having a number of trusty but entirely defensive allies in the fight.
+
Fuses and other safeties impede your travel, raising the required outcome and/or worsening position.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Track, attack, and unleash devastating barrages with the power of Hunt Electricity. At short range, this can be dangerous to you and yours.
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:'''
+
'''Spark Seeker'''
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
Track electric creatures and vehicles.
  
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.
+
This works even if the quarry does not leave any mundane trail or clues. 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.
  
'''Potent Snipe:'''
+
'''Lightning Longshot'''
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Electric attack similar to a fine and potent rifle.
  
The effect of this action varies depending on the nature of your power.  
+
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.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.  
+
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.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.  
 
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:'''
+
'''Glow Glimmer'''
''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.
+
Control electric devices, create coronas.
  
An escalation of Potent Snipe, this affects all enemies in a single location.  
+
Command electricity in the environment over a wide area.
The effect is more powerful but less precise.
+
Jam devices and lights, hider radio and telegraphy, increase any lightning storm present.
This means it does more collateral damage, but no more effect on enemies.
+
This is usually used as a setup. This does not inflict any direct damage.
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:'''
+
'''Volt Volley'''
''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.
+
Electric attack similar to a fine and potent grenade.
  
Continued escalation, this can create a crater or raze buildings, but creatures are no more or less likely to survive.
+
An escalation of Lightning Longshot. Less precise, this affects all creatures at a location, with a risk of collateral damage. 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
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.
+
 
 +
'''Lightning Lurker'''
 +
Hide from electric sensors.
  
'''Reconnaissance:'''
+
This does not aid general stealth, but does conceal you from electric sensors, which includes most technological alarms and surveillance devices. Note that only you can become invisible to sensors, your crew cannot unless you use Shock Squadron, below
''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.
 
  
This provides you cover to hide in places you ordinarily could not.
+
'''Surge Surfer'''
Where you can use this is explained in each specific power.
+
Ride electric power cables.
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
This allows you to momentarily transform into electricity and travel along electric conductors.
''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.
+
Circuit breakers, weak power lines, and electric security hinders such movement.
 +
Your friends and allies cannot use this unless you employ Shock Squadron.
  
Again, each power will explain how it can use this mobility.
+
'''Shock Squadron'''
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Crew use of Lightning Lurker or Surge Surfer.
  
'''Travel:'''
+
Now you and your allies can Prowl in places where your power is at home. They still use their own Prowl action.
''You can bring allies along when you use Reconnaissance and Maneuver.
 
  
Now you and your allies can Prowl in places where your power is at home.
+
'''Watt Warp'''
They still use their own Prowl action.
+
Crew teleport along electric lines.
  
'''Transport:'''
+
You and allies can teleport along electric conductors, much like Surge Surfer but much more far ranging.
''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.
+
You are less limited by circuit breakers, weak power lines, and electric security than Surge Surfer is.
 +
This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
  
How and where you use this is explained in each power.
+
This takes you to places you are familiar with. Both effect and position is worse unless you know where and along which conductors you are going to travel, 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.
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.
 +
 
 +
'''Block Electricity'''
 +
''Resist Electricity Harm.
  
'''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.
+
Roll Skirmish when subject to harm from such energies.
 +
This is your inherent resistance, it does not require any activity on your part.
 +
Reduce the level of harm inflicted based on the level of success.
 +
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
'''Lightning Lunge'''
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
Skirmish Attack, except the weapon is fine and potent.
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 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.
''Same as Skirmish Attack, except the weapon is fine and potent.
 
  
'''Obstruction:'''
+
'''Lightning Labyrinth'''
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Create distractions an that prevents scale.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
This creates sparkling electric barriers. The effect is to deny the advantage of numbers.
The effect is to deny your enemies the advantage of numbers.
+
You can make a Lightning Lunge as a part of this.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
'''Electro-Explosion'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
Electric attack on all nearby enemies.
  
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.
+
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 potentially hurt all your enemies in the skirmish.
  
 
=== 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 effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.
 +
 
 +
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position.
 +
Consequences may give you knowledge that lacks crucial details.
  
'''Analyze:'''
+
'''Electric Eye'''
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
Identify electric creatures and items. See radio waves.
  
'''Research:'''
+
This gives the name and very basic information in narrative terms, but not details or actual rules.
''You know the powers and abilities of something you analyze.
+
You can identify but not read radio and radar waves.
  
'''Hindsight:'''
+
'''Current Clarity'''
''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.
+
Analyze electric powers and abilities. Listen to radio.
  
'''Omniscience:'''
+
You learn of any powers or special abilities the creature has. This includes actual rules and game effects.
''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.
+
You can listen in on radio, but coding makes this more difficult and might require Tinker to overcome.
 +
 
 +
'''Ampere Analysis'''
 +
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.
 +
 
 +
'''Joule Judge'''
 +
Current Clarity in a wide area, Ampere Analysis on three targets.
 +
 
 +
Provides a detailed view of events involving Electricity as far as you can see, 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.
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive and locate manifestations of your power. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.
 +
 
 +
'''Volt Vision'''
 +
Sense Electric creatures, current, electromagnetic radiation.
 +
 
 +
This is a basic spotting power, selectively sensing things related to your power.
 +
 
 +
'''Voltage View'''
 +
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.
  
'''Detect:'''
+
'''Power 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.
+
Choose a location or creature. Gain Voltage View at the nearest electric device.
  
'''Sensor:'''
+
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.
''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.
 
  
'''Scry:'''
+
'''Power Panorama'''
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Perceive from all electric devices at once over a wide area.
  
'''Omnipresence:'''
+
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.
''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.
 
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, mesmerize, and manipulate creatures imbued with Electricity. Position and effect are determined normally, depending on the situation and your relation to listeners.   
Sway creatures based on your power with persuasion and cajoling.
 
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.
 
You need not select a specific type of creature in advance.
 
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:'''
+
Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
 
  
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.
+
'''Current Clarity'''
 +
Understand electric creatures and gauge their motivations.
  
'''Translate:'''
+
You can gauge the mood and motivations of Electricity creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Electric Edict, this allows full communication.
''You and allies can communicate with creatures based on your power.
 
  
This allows you to use the Sway power to its full effect.  
+
'''Electric Eloquence'''
You are still wheedling unless you also use Command the advanced Command effect.
+
Crew can communicate with electric creatures. Make folk quick and decisive.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
This allows you and your crew to use the Sway action with full effect on Electricity creatures, overcoming cultural and linguistic barriers.  
  
'''Mesmerize:'''
+
In addition you can inspire anyone to be quick, decisive, and hasty in making decisions.
''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.
 
  
Essentially this is an attempt to Sway with two advantages.
+
'''Watt Whispers'''
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.
+
Post suggestions in the mind of an electric creature.
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.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
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:'''
+
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.
''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.
 
  
This changes the target on a deep level, changing their loyalties and priorities.
+
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of effect achieved: limited effect lasts for the immediate situation, normal effect lasts for the duration of the score, and great effect can extend beyond the score if it fits the story.
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.
+
 
Exceptional creatures and exceptional circumstances can break this change.
+
'''Charge Compulsion'''
This depends more on role-playing than die rolls.
+
Permanently change the personality of an electric creature.
 +
 
 +
This power is permanent but blatant. It changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make an Electricity creature stand still and remain impassive. 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. The effectiveness and durability of your constructions depend on the effect. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.
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.
+
 
 +
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
 +
 
 +
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use Lightning Lattice.
  
'''Handle:'''
+
'''Current Control'''
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Handle electric devices as if you had the appropriate tools and protective devices.
  
This mainly substitutes for tools, up to a small workshop.
+
This ability substitutes for tools and protection devices typical of a small workshop.
You are also protected from any dangerous effects of working with the elements of your power.
 
  
'''Shape:'''
+
'''Current Crafting'''
''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.
+
Shape electric currents and electro-magnetic radiation directly, will retain their shape.
  
You can now do more than normal craft could do.  
+
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.
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
 
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.
+
'''Spawn Sparks'''
The effect determines the effectiveness of your construction, but also how long it will last.
+
Create electric objects, currents, and radiation out of nothing.
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:'''
+
You don't need tools to build complex fine and potent items appropriate to your powers.
''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 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.
+
You can create electric energy from nothing. This is like Shaping, above, but needs no raw materials.
  
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.  
+
With multiple powers you can transform Electricity into material linked to another power. 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.
The result will maintain its form as if affected by the Shape ability.
 
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:'''
+
'''Lightning Lattice'''
''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.
+
Current Crafting on industrial scale or build something large.
  
Pretty self-explanatory, this is Create on a larger scale.
+
You can mass produce electric devices or create large structures like power plants that normally require a work force and facilities. In long-term projects involving construction or crafting, Lightning Lattice makes hundreds of items with the same effort as one item, but with a stress cost.
This is useful for equipping a large band or building something large out of nothing.
 
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.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Destroy, dismantle, and obliterate electricity and electric machines.
  
'''Jimmy:'''
+
Most Wreck Electricity use will still affect objects and walls.
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
The effect required depends on the size and structural strength of your target. Standard effect is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited effect. A smaller hole stil need the same effect. Something larger and/or stronger requires great effect.
  
Just as crude as it sounds.  
+
Each level of Wreck Electricity can also wreck power lines and storage as indicated.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
+
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
 +
 
 +
'''Static Smash'''
 +
Noisily crash like an electric sledgehammer. Jam radio waves.
 +
 
 +
Just as crude as it sounds. You destroy electric machinery, short out electricity at household power levels, and strike with the force of a sledgehammer.
 +
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.
 +
As usual, in combat Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
  
'''Smash:'''
+
'''Short Circuit'''
''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.
+
Smash electric machines as if they were wood. Fine potent sledgehammer in combat.
  
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.  
+
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 also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
You can jam radio and electronic sensors in your immediate surroundings.
  
'''Disintegrate:'''
+
'''Silent Surge'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Destroyed targets silently disappear. Blank out radar and radio waves.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
Short Circuit with the improvement that wrecking things is now silent.  
You also leave less traces, as what you wreck disappears.  
+
Leave no traces, as what you wreck disappears.  
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
Get rid of evidence of electrical operations.
 +
Deaden electromagnetic radiation in the local area.
  
'''Obliterate:'''
+
'''EMP'''
''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.
+
Short Circuit over a large area. Create widespread blackouts.
  
Rather straightforward, this just scales things up.
+
Rather straightforward, this just scales things up to an entire city or battlefield.

Latest revision as of 09:45, 9 September 2024

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Powers (FiD)Fox in the Dark logo

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

Electricity powers deal with electric current, tension, and potential. It also masters magnetism. Most commonly viewed in technological terms, this also represents the lightning bolts of Zeus and the thundering hammer of Thor. Electricity is in a dominant position towards much technology - even if electric powers are not subtle enough to control technology and electronics, they can usually detect or destroy such devices.

Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it grants immunity.

Electric creatures are electric elementals and monsters with electric powers, such as Tanngrisnir and Tanngnjóstr, the goats of Thor. This includes creatures with electronic brains like AIs and robots. The few 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.

Electricity Power Effects

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Spark Sense
Detect Electric creatures and powers.
Spark Suppression
Dismiss Electric creatures, end Electric powers.
Spark Summon
Summon an Electric creature from another plane.
Spark Zone
Create a portal to a plane of Electricity.
Command Electric Edict
Command Electric creatures. You do not understand them.
Electric Echo
Communicate with Electricity long-distance.
Electric Elite
Command Electric creatures, as if you were their superior.
Electric Enslave
Permanently bind electric creatures to service.
Consort Arcing Attire
Mask yourself in electricity.
Shocking Shape
Assume the form of an Electric creature.
Transformator
Shocking Shape a willing or helpless creature.
Wild Watts
Shape and instruct willing or non-sentient creatures.
Finesse Jolt Jaunt
Ride an Electric mount or vehicle.
Jolt Joust
Fine and potent electric melee.
Jolt Jerk
Small and precise electric manipulation.
Jolt Journey
Ride along electric wires.
Hunt Spark Seeker
Track electric creatures and vehicles.
Lightning Longshot
Electric attack similar to a fine and potent rifle.
Glow Glimmer
Control electric devices, create coronas.
Volt Volley
Electric attack similar to a fine and potent grenade.
Prowl Lightning Lurker
Hide from electric sensors.
Surge Surfer
Ride electric power cables.
Shock Squadron
Crew use of Lightning Lurker or Surge Surfer.
Watt Warp
Crew teleport along electric lines.
Skirmish Block Electricity
Block Electricity Harm.
Lightning Lunge
Skirmish Attack, except the weapon is fine and potent.
Lightning Labyrinth
Create distractions an that prevents scale.
Electro-Explosion
Electric attack on all nearby enemies.
Study Electric Eye
Identify electric creatures and items. See radio waves.
Current Clarity
Analyze electric powers and abilities. Listen to radio.
Ampere Analysis
See past events around electric phenomena.
Joule Judge
Current Clarity in a wide area, Ampere Analysis on three targets.
Survey Volt Vision
Sense Electric creatures, current, electromagnetic radiation.
Voltage View
Perceive the surroundings of a known electric device as if you were there.
Power Probe
Choose a location or creature. Gain Voltage View at the nearest electric device.
Power Panorama
Perceive from all electric devices at once over a wide area.
Sway Current Clarity
Understand electric creatures and gauge their motivations.
Electric Eloquence
Crew can communicate with electric creatures. Make folk quick and decisive.
Watt Whispers
Post suggestions in the mind of an electric creature.
Charge Compulsion
Permanently change the personality of an electric creature.
Tinker Current Control
Handle electric devices as if you had the appropriate tools and protective devices.
Current Crafting
Shape electric currents and elctro-magnetic radiation directly, will retain their shape.
Spawn Sparks
Create electric objects, currents, and radiation out of nothing.
Lightning Lattice
Current Crafting on industrial scale or build something large.
Wreck Static Smash
Noisily crash like an electric sledgehammer. Jam radio waves.
Short Circuit
Smash electric machines as if they were wood. Fine potent sledgehammer in combat.
Silent Surge
Destroyed targets silently disappear. Blank out radar and radio waves.
EMP
Short Circuit over a large area. Blackout, jam all radio and radar.

Expanded Electricity Powers

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 might be that it loses control of itself, or that other creatures appear to intervene.

Spark Sense Detect Electric creatures and powers.

This is usually done to see a Spirit or disguised creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).

Spark Suppression Dismiss Electric creatures, end Electric powers.

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

You can dispel any Electricity power and powers affecting Electricity creatures. You can force a Spirit to materialize. 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. This improves the position of the supported action.

When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to travel a power line 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 not negate the power but instead give you a clue to what you need to do to resolve the situation.

Spark Summon Summon an Electric creature from another plane.

Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple effects of their power and maintain power effects you have created.

You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. 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 or block of data. 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.

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.

Summoned Electricity creatures generally come in two types, elementals and creatures with powers.

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. 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 chunks of matter and humanoid forms are also common.

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. 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.

Depending on your degree of effect the creature is willing to do different things. 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.

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. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.

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.

Typical consequences include:

  • A bargain of payment in things the creature prizes such as amber or precious metal.
  • The creature strikes out at you once.
  • A tightwire struggle to keep the creature under control.
  • You need to concentrate to keep the creature under control.
  • The creature breaks things around you.
  • Overly literal interpretations of your commands.

Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a druid and summon a creature focused on electronics, or if the summon is three or more tiers above you the position will be desperate. 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.

Spark Zone Create a portal to a plane of Electricity.

Many settings will have a plane of electricity where electric powers come from. There are things that are possible to do on such a plane 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.

A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.

Command

Command and intimidate creatures based on your power, projecting authority. Position and effect depend on the situation and your relationship with the listeners.

Electric Edict Command Electric creatures. You do not understand them.

This is useful for intimidating Electricity creatures and commanding foreign or alien subordinates. Combined with Sway: Current Clarity, it allows two-way communication.

Electric Echo 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 creature related to your power 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 Electric creatures, as if you were their superior.

Electricity creatures see you as a regulator outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.

Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard effect makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.

The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.

Electric Enslave Permanently bind electric creatures to service.

This won’t work unless you are already in a position of power. The effect is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.

Consort

Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might attract small objects through static electricity, trigger prejudices, or have unexpected handicaps.

Arcing Attire 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 another.

Shocking Shape 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.

Shocking Shape 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.

With limited effect you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.

Transformator Shocking Shape a willing or helpless creature.

This is Shocking Shape applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Shapechange.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.

Wild Watts Shape and instruct willing or non-sentient creatures.

This is where Consort becomes a combination of the Transformator and Attune: Spark Summon powers. 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 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 given bit parts, acting as servants and laborers.

Finesse

Exercise finesse with your power, manipulating and attacking with precision

Jolt Jaunt Ride an Electric mount or vehicle.

This allows you to use Finesse with mounts and vehicles you are not familiar with. You can ride any electric vehicle. You can bypass simple locks on vehicles, but not more serious security. You can ride electric beasts even if they are not trained to carry a rider. They must still be physically able to carry you.

Jolt Joust Fine and potent electric melee.

Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it grants immunity. Certain targets may be more or less vulnerable to certain attacks, but this is the exception. A fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Jolt Jerk Small and precise electric manipulation.

This allows you to manipulate small amounts of Electricity at short range, allowing you to trigger devices, and perform legerdemain. This can substitute for simple Tinker actions, but nothing complicated. You can open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as there is an electric device to manipulate.

Jolt Journey Ride along electric wires.

You turn your crew and their vehicles and mounts into electric current to travel instantly along continuous electric connections, typically electric wires. Fuses and other safeties impede your travel, raising the required outcome and/or worsening position.

Hunt

Track, attack, and unleash devastating barrages with the power of Hunt Electricity. At short range, this can be dangerous to you and yours.

Spark Seeker Track electric creatures and vehicles.

This works even if the quarry does not leave any mundane trail or clues. 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.

Lightning Longshot 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 grants immunity. 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.

Glow Glimmer Control electric devices, create coronas.

Command electricity in the environment over a wide area. Jam devices and lights, hider radio and telegraphy, increase any lightning storm present. This is usually used as a setup. This does not inflict any direct damage.

Volt Volley Electric attack similar to a fine and potent grenade.

An escalation of Lightning Longshot. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative

Prowl

Sneak and move with stealth and agility.

Lightning Lurker Hide from electric sensors.

This does not aid general stealth, but does conceal you from electric sensors, which includes most technological alarms and surveillance devices. Note that only you can become invisible to sensors, your crew cannot unless you use Shock Squadron, below

Surge Surfer Ride electric power cables.

This allows you to momentarily transform into electricity and travel along electric conductors. Circuit breakers, weak power lines, and electric security hinders such movement. Your friends and allies cannot use this unless you employ Shock Squadron.

Shock Squadron Crew use of Lightning Lurker or Surge Surfer.

Now you and your allies can Prowl in places where your power is at home. They still use their own Prowl action.

Watt Warp Crew teleport along electric lines.

You and allies can teleport along electric conductors, much like Surge Surfer but much more far ranging. You are less limited by circuit breakers, weak power lines, and electric security than Surge Surfer is. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.

This takes you to places you are familiar with. Both effect and position is worse unless you know where and along which conductors you are going to travel, 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

Prosper in the chaos of battle.

Block Electricity Resist Electricity Harm.

Absorb power energies from Electricity powers, electric attacks, short-circuits, and lightning. Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Lightning Lunge Skirmish Attack, except the weapon is fine and potent.

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.

Lightning Labyrinth Create distractions an that prevents scale.

This creates sparkling electric barriers. The effect is to deny the advantage of numbers. You can make a Lightning Lunge as a part of this.

Electro-Explosion Electric attack on all nearby enemies.

Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to potentially hurt all your enemies in the skirmish.

Study

Study and analyze objects and creatures imbued with Electricity to gain insight and knowledge. The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details.

Electric Eye 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.

Current Clarity 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.

Ampere Analysis 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.

Joule Judge Current Clarity in a wide area, Ampere Analysis on three targets.

Provides a detailed view of events involving Electricity as far as you can see, 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.

Survey

Perceive and locate manifestations of your power. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.

Volt Vision Sense Electric creatures, current, electromagnetic radiation.

This is a basic spotting power, selectively sensing things related to your power.

Voltage View 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.

Power Probe 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.

Power Panorama Perceive from all electric devices at once over a wide area.

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how your perception works.

Sway

Communicate, mesmerize, and manipulate creatures imbued with Electricity. Position and effect are determined normally, depending on the situation and your relation to listeners.

Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one.

Current Clarity Understand electric creatures and gauge their motivations.

You can gauge the mood and motivations of Electricity creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Electric Edict, this allows full communication.

Electric Eloquence 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.

Watt Whispers 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.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of effect achieved: limited effect lasts for the immediate situation, normal effect lasts for the duration of the score, and great effect can extend beyond the score if it fits the story.

Charge Compulsion Permanently change the personality of an electric creature.

This power is permanent but blatant. It changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make an Electricity creature stand still and remain impassive. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and create objects imbued with your power to suit your needs. The effectiveness and durability of your constructions depend on the effect. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.

Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use Lightning Lattice.

Current Control 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 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.

Spawn Sparks Create electric objects, currents, and radiation out of nothing.

You don't need tools to build complex fine and potent items appropriate to your powers.

You can create electric energy from nothing. This is like Shaping, above, but needs no raw materials.

With multiple powers you can transform Electricity into material linked to another power. 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.

Lightning Lattice 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 work force and facilities. In long-term projects involving construction or crafting, Lightning Lattice makes hundreds of items with the same effort as one item, but with a stress cost.

Wreck

Destroy, dismantle, and obliterate electricity and electric machines.

Most Wreck Electricity use will still affect objects and walls. The effect required depends on the size and structural strength of your target. Standard effect is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited effect. A smaller hole stil need the same effect. Something larger and/or stronger requires great effect.

Each level of Wreck Electricity can also wreck power lines and storage as indicated.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.

Static Smash Noisily crash like an electric sledgehammer. Jam radio waves.

Just as crude as it sounds. You destroy electric machinery, short out electricity at household power levels, and strike with the force of a sledgehammer. 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. As usual, in combat Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.

Short Circuit Smash electric machines as if they were wood. Fine 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.

Silent Surge 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.

EMP Short Circuit over a large area. Create widespread blackouts.

Rather straightforward, this just scales things up to an entire city or battlefield.