Electricity (Action Powers Form)
|Heroic Action Role-Play|
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.
- Alternate Names: Lightning.
- Creature : Electric Elementals
- Skill : Shoot
- Attribute : Reflexes
- Sense : Tension and current sense
- Mood : Quick, descisive
- Blast: Electricity
You can recharge batteries, power minor electrical devices, send little harmless sparks, or create an arc light - typically between your fingers. You can sense electric current or charge, even behind isolators.
Charm Electric Elementals
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Electric Elementals.
Trigger Action (Focus)
You can focused when you take Electricity damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.
You can also focus when you are standing on the highest point within a 1000 meters, calling a lightning bolt from they sky when you do so.
You inspire others to be decisive, direct, and quick. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of the Shoot skill, and to other skills and rolls as determined by the GM.
When you first meet someone, you can make an opposed Charm roll. If this roll succeeds, you catch the target's eye and your next Charm roll against that creature gains a +3 bonus. You can only use this once each scene, and only upon initially confronting each target. If you use it before discharging the bonus from a previous use, the previous attraction fades.
You give yourself or another creature you touch a bonus of +3 to Reflexes for the rest of the scene.
You can analyze the properties of any electric or magnetic phenomena within reach, even if it is behind a non-conductive shell, inside a container, or otherwise separated from you. You learn the exact properties of the phenomena and whether it has been affected by any powers recently. In the case of electronics, you can sense the presence and general function but not the patterns are to complex to give full understanding.
You call a storm in the ether, that disrupts teleportation and other planar travel. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but there is a clash of thunder and the teleportee is dazed, making him loose all shots for this round.
Ether Static covers a radius equal to your Create roll and lasts for a scene.
A churning mass of electricity blocks passage and powers. The wall can be formed as a cloud, plane or sphere. It is transparent or but crackles and glows.
As a basic action you can create a 3 by 3 meter wall of electric fencing. You can spend multiple basic actions to build a large continuous electric fence, but no dimension of such an electric fence can be more than your Create in meters. If you create a continuous barrier hedging an area, you can create a roof and floor as well with no additional effort.
The wall is stationary relative to its frame of reference - if created on a vehicle it moves with that vehicle. It is unaffected by gravity and can be placed wholly or partially inside material objects. Any creature inside the fence when it appears is pushed to either side of it - the creature chooses which side.
Passing through the wall inflicts Electric Damage equal to your power skill rating; this attack always hits, but the target can substitute Dodge for Toughness to soak it as a Basic Action stunt when moving trough. Any attempt to Teleport, do Energy Damage, use Electricity or Technology Form powers, or use radio or electronics through this wall suffers a penalty equal to your Create.
Your body is electrified, and anyone striking you risks being electrocuted.
When you are hit by an attack causing electricity damage, you can take any one action that would normally be an Basic Action.
Trigger Action (Defense)
Your create a shield of arc lightning to block attacks with. Use this when an attack would succeed against you. You gain a +3 bonus to Dodge. If you are hit in Melee while using this power, the attacker takes Electricity damage equal to your Body minus his attack outcome. An opponent using a metal weapon does not gain the benefit of armor against this damage, and must use his Body instead of Toughness to soak this damage.
Jolt of Action
You give another the a jolt of action. The target may immediately take what is normally a Basic Action and also gains one shot to his shot counter - not exceeding the current shot.
Summon Electric Elemental
You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score. You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.
A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.
When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.
This power only works on Electric Elementals.
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You create a lightning storm at any spot you can see. The change is instantaneous and maintained by the power for a scene; it the power is disrupted natural weather conditions quickly return. Weather created by this effect always include electric discharges, but might otherwise be any regional, seasonal weather. Tropical and temperate climes this usually involves a thunderhead and squall, but electric storms can also be dust storms or snow storms or be a purely electric phenomena. Indoors, this causes random electrical effects, but only lasts for the next round unless such effects sometimes naturally occur in your locale.
Lightning Storms impress underlings, obscures sounds, and cause animals to stampede in terror. It provides very powerful (if brief) illumination that you can time as you like. Ride and Maneuver rolls to avoid the effects of the conditions you create generally have a difficulty equal to your Know.
But the main effect of Lightning Storm is that it aids your electric powers. Some power have it their description that they get a bonus during lightning storms. Besides this, once you learn this power, all your skill checks for Electricity powers are routine.
Electric Elemental Form
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on an Electric Elemental with this version of the power.
You transform yourself into a sparkling nimbus of electricity. You become Insubstantial and Incorporeal. In this form, you can travel along metal surfaces with your Maneuver as your Move and you can move through holes and small openings or along metal cables as long as they can support a power surge - ordinary power cables are too weak and even indoor electric mains will be destroyed as you move along them. You cannot walk trough metal walls.
You can move through the air instead of along the ground, but you can fly no further away from the ground, buildings, or a metal object than can carry your weight than your Mind meters.
Make a Melee attack with a difficulty equal to your opponent's Dodge, ignoring any modifiers, such as those from trigger actions.
Select an opponent within Melee meters to which you have a clear path not blocked by any stationary objects. Creatures in the way only matter if they are physically large enough to block your movement. With Electric Charge, you fly next to that opponent and make a Melee attack against him. This movement does not allow others to do Trigger Actions, tough the attack itself can.
You can make melee attacks that do Body +4 Electric damage, soaked by Toughness. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Lightning Touch does Electric damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
You can sense the presence of electric phenomena at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of electric phenomena (not normally very useful), but by concentrating on a particular type of electric phenomena you can eliminate all others. This lets you detect and analyze the basic function of electric machines and electronic devices, but not detailed or intricate functions. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.
Touch of Electricity
You gain an awareness of even minute currents within your Mind meters. This extends like a sense of touch to this distance, which means you can "see" without using your eyes. This allows you to sense machinery, nervous systems, and walls. The sense extends trough nonconducting materials, but not through metal walls.
You can Teleport to any point along an electric connection; a wire, cable or other continuous metal, such as a railroad track. During a lightning storm you can teleport to any point where there is currently a lightning storm; this calls a lightning bolt to strike each location.
Substitute your Move with your Ride as long as you move along any metallic surface, even if friction-less, vertical, or inverted. You can move your Ride in a straight line or along a metallic surface as a basic action. This is the only way you can use this increased speed, but you can do this as part of a chase.
You always know magnetic north and gain a +3 bonus in Ride checks made to navigate as long as there is a magnetic field to help you - like the natural magnetism of Earth or the sun in space. You can sense magnetic fields and know the distance and direction from the emitter.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Electric Burst does Electric damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Create Bolt Weapon
You create one or more ranged weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are magical constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way. You can create firearms, crossbows, and energy weapons.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Lightning Blast does Electric damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
You blast everyone along a path from you to any point you designate (normal range modifiers apply).
Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Lightning Bolt does Electric damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
All your attacks are charged with electricity and become inherently shocking. An attack that already has this ability does not further improve. Shocking attacks gain the following quality: "This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.".