Skip to main content

Electrokinesis (Psikinesis)

Properties

Skills: Psikinesis
Actions: general(main-act,1fp-5fp) manipulate electrical and magnetic fields and currents, eff=½•fp•d6+M

As an action, you can control the flow of electromagnetic energy in various ways. There are four sub techniques, with each successive sub-technique being more difficult.

Flux (drain and charge, 1fp)

You are able to drain M*(ep) from a power storage unit within 5•M*(range), using it to recharge a power cell within the same range.

Shape (faraday shell, electric shell, 2fp)

You can concentrate the drained power into an electric field shell, centred on you with up to Bx5(radius) and a thickness of one metre. Any creature that this shell intersects is subject to PDC(Dex:Save) and B(field,elec).

You can make use of this skill as an aspect on :Save (usually Dex:Save) for the purposes of avoiding the worst effects of electric field damage. DC(A:Save) = 8 + B(:Save) + S*(Electrokinesis)

Channel (lightning, emp, 4fp)

The drained power can be used for an electromagnetic pulse with M*(radius), imp(sv,Agility,8+M*) or M*(field,elec).

You can also focus the drained power into a lightning bolt with 10xB(range) doing PER(hp,elec) on a successful psi attack. While you are able to drain and re-use M*(p) power, the power unit itself may have less capacity, for any of the above effects, treat M* as being the amount of power drawn, not your full modifier.

Pinch (magnetokinesis, 5fp)

Without needing to drain power, you can manipulate magnetic fields to move metallic objects as if using the Telekinesis skill.