Friday, 7 April 2023

Powers: Electrokinesis

Powers: Electrokinesis

GURPS Psionic Powers has a large Ergokinesis powers that is comprised of three subpowers - Cyberpsi, Electrokinesis, and Photokinesis. Since I'm mostly running low-tech fantasy games, many of these abilities are simply useless, except for very rare cases with anachronistic tech. I've already did my take on Pyrokinesis and Cryokinesis as separate psionic powers, but there are some "energy" powers left - Sonokinesis (already exists in GURPS in Pyramid #3-29), Electrokinesis, and Acetokinesis. I'm not going to even think about Acetokinesis, I think WotC were on something when they came up with that concept, but Electrokinesis sounds fine, I just have to rework the power completely and make it more fantasy and less sci-fi. When writing up these abilities, I found that Electrokinesis is quite special, as it lends itself well to "buff"-like Afflictions that imbue the subject with an electrical charge, while other powers usually are incompatible with such things due to flavor reasons.


This power includes abilities that allow the psi to create and manipulate electricity.
 
Power Modifier: Every ability in this power has the limitation Electrokinesis, -10%. This reflects that it is part of this power, and that it uses the rules under How Psi Works (Psionic Powers, pp. 6-11).
 
Antistatic – 3 points/level
Skill: Antistatic (IQ/Hard).
 
You imbue yourself with a negative electrical charge that repels ranged electrical attacks. When subjected to such attack, you can make a skill roll to gain a bonus to Dodge equal to this ability’s level.
StatisticsEnhanced Dodge 1 (Electrokinesis, -10%; Limited, Ranged Electrical Attacks, -60%; Requires IQ Roll, -10%) [3/level].
 
Electrical Discharge – 13.5 points/level
Skill: Electrical Discharge (IQ/Hard).
 
You can fire a ray of electricity. Take an Attack maneuver and make a skill roll, with all normal modifiers for a ranged attack.
Damage is 1d burning surge per level of Electrical Discharge; you can do less damage if you wish. Other stats are Acc 3, Range 20/100, RoF 1, Rcl 1. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
GMs may wish to set a maximum power level for this advantage. Alternatively, the rules for Arms Control (GURPS Powers, p. 138) can be applied.
Statistics: Burning Attack 1d (Based on IQ, Own Roll, +20%; Electrokinesis, -10%; Increased 1/2D, 2x, +5%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Variable, +5%) [13.5/level].
 
Chain Lightning – Hard
Default: Electrical Discharge-5; cannot exceed Electrical Discharge.
 
The discharge leaps to other available targets after hitting the initial target! As a downside, the attack deals -1 damage per die. If that attack succeeds, immediately consult your margin of success. If the margin is high enough to hit a separate target after accounting for range penalties plus -2, the next target is struck unless they make an appropriate active defense. If the target is hit then check the margin again until the attack fails to hit or seven targets (the maximum) are hit.
 
Explosive Discharge – Hard
Default: Electrical Discharge-3; cannot exceed Electrical Discharge.
 
The ray affects an area of a 2-yard radius instead of affecting a single target. Everything in the area suffers the attack’s damage at -1 per die. On a miss, use the scatter rules (p. B414) to see where the area is centered. Active defenses don’t protect against an area attack, but victims may attempt to dive for cover or dodge and retreat to leave the area. For every 5 points by which the (penalized) roll succeeds, add another level of the Area Effect enhancement to the attack.
 
Forked Lightning – Hard
Default: Electrical Discharge-3; cannot exceed Electrical Discharge.
 
The ray becomes a wide stream of fire that affects everything in a cone. Treat this as a cone with the maximum width of minimum one yard that deals the Electrical Discharge’s damage at -1 per die. Cones use special rules; see Area and Spreading Attacks (p. B413). For every point by which the (penalized) roll succeeds, add another yard to the maximum width.
 
Electrokinetic Sense – 27/31/40 points for levels 1-3
Skill: Electrokinetic Sense (Per/Hard).
 
Your generate a static charge and use it to sense objects by their capacitance. With a skill roll you can judge direction and distance, allowing you to attack targets. You are at -1 for each 10% humidity. In fog or rain or when grounded, you can’t perceive anything. You are never surprised by melee attacks from the side or rear, and your active defenses against such attacks are at only -2. In close combat, you can attack a foe to your side or rear without a visibility penalty. On an IQ + Talent roll, you can judge an object’s shape and composition. People who touch you, or come within an inch of your body surface, may feel sparks when you use this ability.
At level 1, this sense has a range of one yard, and the skill roll is unpenalized for range. At level 2, range becomes unlimited, but your skill roll takes normal range penalties. You have a 360° arc of awareness; you defend against side and rear attacks at no penalty, and you are at +5 to detect Shadowing attempts. At level 3, your voltage becomes lower (people do not feel sparks near you), and your sense becomes passive; the GM will make skill rolls for you to notice dielectrics.
Statistics: Detect Dielectrics (Accessibility, Not in water, less effective in humid air, -30%; Electrokinesis, -10%; Melee Attack, Reach C, 1, -20%; Nuisance Effect, Shocks, -5%; Precise, +100%) [27]. Level 2 removes Melee Attack [31], level 3 removes Nuisance Effect and adds Reflexive [40].

  
Overload – Hard
Default: Electrokinetic Sense-4; cannot exceed Electrokinetic Sense.
 
You can overload your electrokinetic sense to turn it into an offensive ability. To do so, spend 3 FP and roll against this technique. Like when using this ability normally, you are at -1 for each 10% humidity, and cannot use it at all in fog or rain or when grounded. If your roll is successful, everyone who is touching you must roll against (HT+DR) or be physically stunned by an electric shock. They can recover normally on their following turns.


Electrokinetic Shield – 3 points/level
Skill: Electrokinetic Shield (IQ/Hard).
 
You can partially or completely divert incoming electrical attacks. Every time you are hit by an electrical attack, roll against your skill. Success provides DR equal to your Electrokinetic Shield level. In a situation where you are under constant “attack” (i.e., being trapped in a lightning storm), roll once per minute. This is a passive ability.
Statistics: Damage Resistance (Electrokinesis, -10%; Force Field, +20%; Limited, Electricity/Lightning, -40%; Requires IQ Roll, -10%) [3/level].
 
Expansion – Hard
Default: Electrokinetic Shield-5; cannot exceed Electrokinetic Shield.
 
Like the Expansion technique for EK Shield (GURPS Psionic Powers, p. 33).
 
Reflect Lightning – Hard
Default: Electrokinetic Shield-7; cannot exceed Electrokinetic Shield.
 
If you are attacked by a ranged electrical attack, you may roll against this technique to try to reflect the attack back at the attacker. Your level of Electrokinetic Shield limits what attacks you can reflect. Convert each 4 levels into 1d or 7 levels into 2d per p. B269 – you cannot reflect attacks that deal more damage than that. If you roll against this technique and fail, you get hit by the attack and your Electrokinetic Shield does not reduce its damage.
An attacker unaware that this ability must roll against the lower of IQ or Per, at +3 for Danger Sense and +3 for Combat Reflexes, to realize it in time to get a defense. If the attacker is not physically present at the time of the attack, the attack is just deflected harmlessly. Do not roll damage or apply special effects until after determining who (if anyone) is hit.
This technique also reflects non-damaging ranged electrical attacks, such as some electric shockers; each 7 levels of Electrokinetic Shield can repel two levels of Affliction or 10 levels of Binding. It doesn’t stop most area effects or explosions.
 
Suppression – Hard
Default: Electrokinetic Shield-5; cannot exceed Electrokinetic Shield.
 
Like the Suppression technique for EK Shield (GURPS Psionic Powers, p. 33).
 
Lightning Lash – 20 points
Skill: Lightning Lash (Will/Hard).
 
You fashion a whip of lightning with a Ready maneuver. It is wielded like a normal whip (p. B404), except that it always takes only one second to ready, and it cannot be used to parry or entangle. The whip has Reach 1-4 (changing Reach requires a Ready maneuver without a skill roll) and inflicts swing burning surge damage every time it strikes. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. It is wielded with the Force Whip skill, but for the purpose of damage use your Lightning Lash skill instead of ST (maximum effective ST = ST x 3). If it is parried, it deals its normal damage to the opponent’s weapon.
Statistics: Natural Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Electrokinesis, -10%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Intangible, +50%; Side Effect, Stunning, +50%; Single, -20%; Surge, Arcing, +100%; Swing-Capable, +20%; Switchable, +10%) [20].
 
Dual Lightning Lash – Hard
Default: Lightning Lash-2; cannot exceed Lightning Lash.
 
You can use this technique to manifest two lightning lashes at once – one in each hand. You still take normal off-hand penalties.
 
Fast Manifestation – Hard
Default: Lightning Lash-4; cannot exceed Lightning Lash.
 
By rolling against this technique, you can manifest your lightning lash as a free action instead of a Ready maneuver.
 
Instant Reach Change – Hard
Default: Lightning Lash-6; cannot exceed Lightning Lash.
 
By rolling against this technique, you change the Reach of your lightning lash as a free action.
 
Magnetic Clinging – 4 points
Skill: Magnetic Clinging (IQ/Hard).
 
You can crawl on surfaces made of ferrous metals (iron, steel, nickel, cobalt) by creating an electromagnetic attraction force. You do not have to roll Climbing, but you must make a skill roll to initiate this ability and every 20 seconds to maintain it. You Move while clinging is half your Basic Move.
If you are falling and try to grab a vertical ferrous surface to break your fall. If there is such surface in reach, make a DX roll modified by Talent to touch the surface, and then make a ST roll at -1 per 5 yards already fallen. If you succeed, you stop your fall. Otherwise, you may subtract 5 yards from the height of the fall thanks to the slowing effect of the failed attempt.
Statistics: Clinging (Electrokinesis, -10%; Magnetic, -50%; Reduced Duration, 1/3, -10%; Requires IQ Roll, -10%) [4].
 
Attraction – Hard
Default: Magnetic Clinging-3; cannot exceed Magnetic Clinging.
 
While normally you have to assume a crawling posture, by using this technique, you can walk “upright” along a vertical ferrous surface, or even hang from the top of your head.
 
Magnetic Field – 4 points for level 1, plus 3 points for each additional level
Skill: Magnetic Field (IQ/Hard).
 
You can emit a magnetic field that attracts or repels ferrous metals (iron, steel, cobalt, nickel) in a 4-yard-radius area around you. This requires a Concentrate maneuver and a skill roll. When activating this ability, pick attraction or repulsion. If you picked attraction, then all ferrous objects in the area move towards you at Move 1 until they’re in contact with you, whereupon they’re held there with effective ST equal to your Magnetic Field level until you turn off your ability. Repulsion shoves objects away from you at Move 1 until they reach the maximum range of your ability. In either case, objects can only move or be moved in the opposite direction if the mover wins a Quick Contest of his ST against your Magnetic Field level. Switching between attraction and repulsion requires a Ready maneuver and another skill roll.
Statistics: Telekinesis (Area Effect, 4 yards, +100%; Attraction/Repulsion, -30%; Electrokinesis, -10%; Emanation, -20%; Magnetic, -50%; Requires IQ Roll, -10%) [4]. Each additional level adds Telekinesis (Area Effect, 4 yards, +100%; Attraction/Repulsion, -30%; Electrokinesis, -10%; Emanation, -20%; Lift Only, -20%; Magnetic, -50%; Requires IQ Roll, -10%) [3/level].
 
Expansion – Hard
Default: Magnetic Field-5; cannot exceed Magnetic Field.
 
You can increase your area of effect to an eight-yard radius. You may double this radius, cumulatively, for every 5 points by which you make your (modified) skill roll.

 
Resuscitation – 6 points/level
Skill: Resuscitation (IQ/Hard).
 
You can restart hearts that stopped beating by delivering an electric shock. To do so, you must maintain skin-to-skin contact with the victim of a heart attack for one minute, then make a skill roll and spend 8 FP. Your skill is at a cumulative -3 penalty for every successful use on the same subject within 24 hours, at a flat -2 penalty if the patient is unconscious. Every level past the first reduces the final FP cost by one. This does not reduce the FP cost to use a psi technique.
Statistics: Healing (Accessibility, Only to stop heart attack, -80%; Affliction Only, -40%; Contact Agent, -30%; Electrokinesis, -10%; Immediate Preparation Required, 1 minute, -30%; Reduced Fatigue Cost 4, +80%; Reliable 6, +30%) [6]. Further levels add Reduced Fatigue Cost, one level at a time [+6/level].
 
Fast Resuscitation – Hard
Default: Resuscitation-3; cannot exceed Resuscitation.
 
When using this technique, you can resuscitate the victim in a single second instead of requiring a minute of uninterrupted contact.
 
Xenohealing – Hard
Default: Resuscitation-4; cannot exceed Resuscitation.
 
Like the Xenohealing technique for Cure (GURPS Psionic Powers, p. 47).
 

Static Charge – 46/49/52/57 points for levels 1-4
Skill: Static Charge (Will/Hard).
 
You imbue the subject with an electrostatic charge. His hair stands on end and ranged electrical attacks like Electric Discharge have +2 to hit him. Anyone who touches him suffers a mild electrical shock: roll vs. (HT + DR) or be stunned. This effect ends if the subject is hit by an electrical attack or “zaps” someone.
At level 1, you must make skin-to-skin contact to use Static Charge. At level 2, any touch will do. At level 3, you can use your ability at range; your skill roll is at -1/yard. At level 4, apply normal range penalties (p. B550) instead.
Statistics: Affliction 1 (HT; Advantage, Static Charge, +320%; Contact Agent, -30%; Electrokinesis, -10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Terminal Condition, Hit by an electrical attack or discharges the stun aspect, -10%) [46]. Note: “Static Charge” is “Static Charge” is Affliction 1 (HT; Aura, +80%; Electrokinesis, -10%; Melee Attack, Reach C, -30%; Single Use, x1/5) [3] + Obscure 2 (Anti-Targeting, -20%; Cosmic, All Mundane Senses, +300%; Cosmic, All Supernatural Senses, +300%; Defensive, +50%; Electrokinesis, -10%; Limited, Ranged Electrical Attacks, -60%; No Area Effect, -50%; Reversed, -0%; Stealthy, +100%) [29]. Further levels remove Contact Agent [49], then Melee Attack [52], and then improve Malediction to 2 [57].
 
Synaptic Shock – 14/17/21/26 points for levels 1-4
Skill: Synaptic Shock (Will/Hard).
 
You overload the target’s nervous system with excess electric signals. To affect your victim you must win in a Quick Contest of your skill against your victim’s HT. If you win, he is stunned for one second, after which he can make a HT roll each second to snap out of it. Victims without a brain or a centralized nervous system are immune.
At level 1, you must make skin-to-skin contact to use Synaptic Shock. At level 2, any touch will do. At level 3, you can use your ability at range; your skill roll is at -1/yard. At level 4, apply normal range penalties (p. B550) instead.
Statistics: Affliction 1 (HT; Accessibility, Victims without a nervous system are immune, -5%; Contact Agent, -30%; Electrokinesis, -10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%) [14]. Further levels remove Contact Agent [17], then Melee Attack [21], and then improve Malediction to 2 [26].
 
Synaptic Daze – Hard
Default: Synaptic Shock-5; cannot exceed Synaptic Shock.
 
Instead of physically stunning your victim, you daze him for margin of victory minutes. After that, the victim is stunned and can recover normally.
 

Electrokinesis Perks
Power Source (GURPS Psionic Powers, p. 35)
Static Control (GURPS Psionic Powers, p. 35)
Inner Compass (GURPS Thaumatology: Chinese Elemental Powers, p. 29)

 
Additional Electrokinesis Abilities
The following traits require no special modifiers to be Electrokinesis abilities.
- Active Electroreception (Electrokinesis, -10%) [5]. Skill: Active Electroreception (Per/Hard).
- Protected Power (Electrokinesis, -10%) [5]. No skill needed; passive ability.


2 comments:

  1. It's very weird that Antistatic is an Aflliction. It would be both cheaper and more useful (by being permanent) if it was just a passive advantage. Affliction would make sense if it was Sorcery, where it is the default assumption that the spell is an alternate ability and can't work all the time. But is extremely weird for a psionic power.

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    1. That's a good catch. It's an Affliction because in its first version it was a proper buff that you could use on others. I thought that it would be appropriate in this specific case, but then changed my mind and forgot to rework the ability. It's an easy fix, I'll rewrite it.

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