Difference between revisions of "Electricity Powers (FiD)"
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[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]] | [[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]] | ||
Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more. | Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more. | ||
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+ | Electricity powers deal with electric current, tension, and potential. It also masters magnetism. Most commonly viewed in technological terms, this also represents the lightning bolts of Zeus and the thundering hammer of Thor. Electricity is 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 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. |
Revision as of 12:17, 6 February 2024
Starfox's Blades in the Dark fan page |
Main Page is Powers Electricity is something that accompanies technology. Primitives recognize the power of lightning and perhaps static electricity, but little more.
Electricity powers deal with electric current, tension, and potential. It also masters magnetism. Most commonly viewed in technological terms, this also represents the lightning bolts of Zeus and the thundering hammer of Thor. Electricity is in a dominant position towards much technology - even if electric powers are not subtle enough to control technology and electronics, they can usually detect or destroy such devices.
Electric attacks are made of lightning. It is extra effective against electronics and less effective against grounded metal. Metal armor works normally against electricity unless it is grounded, in which case it grants immunity.
Electricity Power Effects
Action | Free | Equipment | Willpower | Trauma |
Attune | Perceive You can detect electric creatures and powers. Electric creatures are elementals and monsters with electric powers, such as Tanngrisnir and Tanngnjóstr, the goats of Thor. This includes creatures with electronic brains. |
Dismiss You can force an electric creature that is native to another plane of existence to return to that plane, or to end the operation of an electric ability. |
Summon You can call an electric creature from another plane. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself. |
Gate You can create a portal that allows travel to and from the plane of electricity. |
Command | Communicate You can communicate with electric creatures even if normally couldn't, allowing you to use the command action normally on them. |
Translate You and allies can communicate with electric creatures. |
Authority You can give commands to electric creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. |
Enslave You can permanently bind electric creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons. |
Consort | Mask You can make electric arcs around your body, permanent or temporary. |
Shapechange You assume the form of an electric creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them. |
Transform You can shapechange a willing or helpless creatures into an electric creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect. |
Wild Hunt You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt. |
Finesse | Ride You can ride an electric mount or vehicle as if it was domesticated and you have the keys. |
Fine Local Control 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. |
Manipulate You can do fine manipulation of electricity, allowing you to do small and exact manipulations at range. This allows minor manipulations, as long as the target is appropriate to your power. |
Surge Your power manifests a storm of electricity, suppressing the effect of multiple opponents and acting as a fine potent weapon. |
Hunt | Track You can track electric creatures and vehicles, even if the target does not leave any mundane trail or clues. |
Fine Ranged Attack You can use your power to attack, similar in effect to a fine and potent rifle. |
Area attack 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. |
Barrage You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape. |
Prowl | Reconnaissance You can sense electric currents and electric conductors. You gain advantage when sneaking on electric creatures. |
Maneuver You can move on and through power lines. |
Travel You can bring allies along when you use Reconnaissance and Maneuver. |
Transport You and allies can teleport along power lines. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location. |
Skirmish | Skirmish Attack You can use electricity as a close-range attack, similar in effect to a melee weapon or pistol. |
Fine Skirmish Attack Same as Skirmish Attack, except the weapon is fine and potent. |
Obstruction Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon. |
Flurry Your power strikes out in all directions, attacking all enemies in a wide area. |
Study | Analyze You can identify items powered by electricity and electric creatures. You can see radio waves. |
Research You learn the powers and abilities of something you analyze. |
Hindsight You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes. |
Omniscience You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets. |
Survey | Detect You can sense electric creatures at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers. |
Sensor Choose an electric device 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 Choose a location or creature. You gain a sensor at the nearest electric device, which is often close enough to perceive the target. |
Omnipresence You perceive from all electric devices at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others. |
Sway | Communicate You can communicate with electric creatures even if you normally couldn't, allowing you to use the sway action normally on them. |
Translate You and allies can communicate with electric creatures. You can make folk more quick and decisive. |
Mesmerize 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. |
Inculcate You change the personality and motivations of electric creatures. This is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. |
Tinker | Handle You can handle electric devices as if you had the appropriate tools and protective devices. Handy against many modern alarms and security devices. |
Shape You can shape materials electric devices 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. |
Create 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. |
Fabricate 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. |
Wreck | Jimmy You can jimmy electric devices like a sledgehammer. Noisy and leaves a twisted object in place. |
Smash Similar to jimmy. When smashing electric devices, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat. |
Disintegrate Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust. |
Obliterate 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. |