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