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Electrokinesis (Psikinesis)

Base(s): Psikinesis
Usage:
◊ transfer,flux(main-act, 1R, 1fp) -> tg(power storage) : ep=M* <-tx-> ep=M* : range=5•M*
◊ transfer,shape-1-shell(main-act, 2R, 2fp) -> ep=M* : range=5•M* -tx-> tg(self) -> radius=2•M* : rst(elec)=6•M*
◊ transfer,shape-2-EMP(main-act, 2R, 2fp) -> ep=M* : range=5•M* -tx-> tg(area) -> chk(TC,A)=+M*
-> imp-sv(Agility+B)=8+M* -> range=5•M* : radius=2•M* : fld(elec)=6•M*
◊ transfer,shape-3-lightning(main-act, 4R, 4fp) -> ep=M* : range=5•M* : -tx-> tg(area) -> chk(TC,A)=+M
-> imp-sv(Agility+B)=8+M* -> spray=5•M* : dmg(hp,elec)=fp•d6+M
◊ transfer,shape-4-telekinesis(main-act, 5R, 5fp) -> metallic and ferromagnetic objects : chk(TC)= +M*
-> upto(wt=10•M*) : upto(speed=M*) : dmg(hp,frc)=fp•d6+M
Mishap: mishap(insanity)=1 : (acquired on first ranks)
Description: Manipulate electrical and magnetic fields and currents.

As an action, you can control the flow of electromagnetic energy in various ways. There are five sub-techniques, with each successive sub-technique being more difficult. Aside from the last (pinch), all of them rely on you draining up to M*(ep) in power from a source somewhere within 5•M*(range). The power unit itself may have less capacity, therefore, for any of these sub-techniques, treat M* as being the amount of power drawn, not your full modifier.

Flux (drain and charge, 1fp)​

You are able to drain up to M*(ep) from a power storage unit within 5•M*(range), using it to recharge a power cell within the same range. The amount of ep drained is limited by the source. If the source has M*(ep) inside it, then you can drain all of that power.

Shape-1 (faraday shell, 2fp)​

You can concentrate the drained power into an electric field shell, centred on you with up to 2•M*(radius) and a thickness of one metre. Any creature that this shell intersects is subject to a sv(Agility)= 8+M* -> M*(field,elec). Otherwise, all creatures within this shell gain 6•M*(rst,elec). You can increase and reduce the radius of the shell to change the level of electrical protection, such that the following combinations are also possible:

  • 4•M*(radius) and 3•M*(rst,elec)
  • M*(radius) and 12•M*(rst,elec)

Shape-2 (EMP shell, 2fp)​

You can concentrate the drained power into an electromagnetic pulse within 5•M*(range) of 2•M*(radius) and 6•M*(field,elec). As per the rules of field damage, and creature within the field suffers the field strength in electrical damage.

Channel (lightning, emp, 4fp)​

You can focus the drained power into a lightning bolt with 5•M*(spray). Targets within the spray get a sv(Agility, 8 +M*) or suffer fp•d6+M(hp,elec).

Pinch (magnetokinesis, 5fp)​

Without needing to drain power, you can manipulate magnetic fields to move metallic objects as if using the Telekinesis technique, meaning that you can move up to 10•M*(wt) at M*(speed).