Powers: Electrokinesis
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.
Statistics: Enhanced 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
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
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
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
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
Like the Expansion technique for EK
Shield (GURPS Psionic Powers, p. 33).
Reflect Lightning – Hard
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
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
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
By rolling against this technique,
you can manifest your lightning lash as a free action instead of a Ready
maneuver.
Instant Reach Change – Hard
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
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
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
When using this technique, you can resuscitate the victim in a single second instead of requiring a minute of uninterrupted contact.
Xenohealing – Hard
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
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 |
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.
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.
ReplyDeleteThat'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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