Post by Phsycodelic on May 20, 2017 0:36:43 GMT
Electrokinesis
Psychic Sorcerers
Psychic Sorcerers
The psychic is not immune to their created electricity – they can be shocked, electrocuted, or killed by their own powers. A botch could result in physical injury, or electricity shooting wildly about, crackling through the scene and becoming a danger to friend and foe alike.
Roll: Manipulation + Science (For virtual adepts, Sons of Ether, or Techno Sorcerer), or Manipulation +Meditation (For any other type of Sorcerer).
Cost: None.
Modifiers: None.
Duration: Instant.
Price Of Failure: Unknown.
[ 1 ] Static ( XXX - Page X )
At this level, it’s really just a spark of electricity. It can shock somebody or mess up delicate machinery, it can even startle somebody if used correctly. The Psychic must be able to touch the intended person of the shock, or item in which they wish to shock. This does not cause any actual damage to people, to electrical things though you may need to replace them.
[ 2 ] Spark ( XXX - Page X )
The psychic can create a crackle of electricity – to shock somebody, power a device, or potentially really screw up a machine. Surge protector, my ass. At this level the Psychic must once more be able to touch the person or object they wish to cause damage to.
Damage from a successful shock is considered bashing and can be soaked.
[ 3 ] Shock ( XXX - Page X )
The psychic can manifest sparks and electric surges out of thin air now. At this level the power of the Psychic is a bit more controlled, but still is not perfect. The Psychic can create and control the electrical currents, up to a radius of 30 Feet( or 10 yards). Damage inflicted at this level is lethal.
[ 4 ] Ka-Zap ( XXX - Page X )
The Psychic, at this level, has a greater control over both electricity that is already there, and the electricity they can 'create' or pull out of the air. Keeping in mind that electricity is not a stead and placid type of thing, wild surges, can happen even under the best of control. Damage at this level is still lethal, but the Psychic has a greater radius in which to pull or be able to effect things in, A radius of 60 feet (or 20 yards). Should the Psychic attempt to use their abilities with such things as a downed power line, the difficulty is at diff 8.
[ 5 ] Make The Hurting Stop ( XXX - Page X )
The Psychic can at this level, has a supreme control over their ability to control electricity. As long as their target is within sight (including mundane or magical means), they can create an electrical surge through a building (Diff 7), in a small area (Diff 8), or cause a massive almost bolt of electricity at someone (Difficulty 9). Damage, if applicable, becomes aggravated.
[ 3 ] Electrokinesis Merits ( XXX - Page X )
[ 3 ] Battery ( XXX - Page X )
Electricity isn’t quite as likely to fry a character with this merit. A botch is still a botch, but a character with this merit can pass an electric current through themselves – to store, absorb, or immediately release electricity from one source, through themselves, and into another. They are allowed to roll soak when damaged by electricity, unless of course there’s been a botch.