11 min read
ELECTROKINESIS

Inspiration Source Material: Mairstorm.org

NOTE: Electrokinesis has 6 Levels available for purchase with earned XP.)

Like other psychic manipulations of the raw elements this power allows the Psychic to convert matter into intense and concentrated stream of energy that can be directed. The psychic is immune to their own electrical powers, but can be hurt by another Psychic wielder of Electrokenesis or other electrical sources and discharges. This ability effects any source of electricity or electrical fields.
Unlike most abilities, Electrokinesis can damage physical beings, as well as spiritual beings. This does not mean that an Electrokinetic can see or sense spirits, it only means that should their electrical attacks happen to connect to one, damage/injury can occur.

Electrokinesis can be a dangerous and uncontrolable force of nature. Rolling a Botch could result in physical injury to the Psychic, or electricity shooting wildly about, crackling through the scene and becoming a danger to friend and foe alike.

At higher levels, those with the power of Electrokinesis have the ability to absorb electricity and electrical discharges and discharge that full power at a later time at a directed target. This gives the Psychic a more powerful kick to their attacks, but comes with an added danger of overloading their physical abilities to control such power. 


NUMINA: ELECTROKINESIS

◎◎◎◎: Electrokinesis 1 - Static Spark (Attack)

  • Base Roll: 40
  • Energy Cost: 2
  • Damage: 1
  • Mods: Mental Skill
  • Resist: None
  • Permanent Affects: 
    • +3 Physical Skill 
    • +3 Mental Skill 
    • +6 Initiative

Description: 
At this level, it’s really just a spark of electricity, but it's intensity can be mild or strong, depending on the Psychic using the ability. Static Spark has the ability to shock somebody, fry computer boards and switches of machinery, or when used on a physical being, cause the affected part of the body to tingle and muscles to twitch. When used on spiritual beings, it disrupts their ability to manifest or use abilities for a short amount of time. Plus, it really pisses them off.

The Psychic must be able to touch the intended person/spirit of the shock, or item in which they wish to deliver a shock. While it delivers a mere 1 HP of damage to either physical or spiritual beings, it does more significant damage to electrical devices, requiring repair or replacement. 

System:
The Player declares in Local Chat exactly what they wish the effect of their Static Spark to be, spends 1 point of Energy and makes a successful roll. The Character can create sparks of static electricity from his/her/their fingertips to cause harm, damage a device or power a device. If used to power a device, the power lasts longer the higher the Player's roll (see Roll Chart) before needing more power to function. 

    • Physical Beings: When touching and used against physical, the spark incurs 1 HP of damage. 
    • Spirit Beings: The Psychic need only be in the immediate area of the Spirit being in order to cause 1 HP of damage to it, plus disrupt it's energy field enough so that it cannot manifest or use its abilities for 2 full turns. 
    • Electrical Devices: When used to damage or power electrical devices, the higher the roll the more likely the Psychic will damage the unit, or keep it powered. (See Roll Chart)

Roll Chart:

  • 40-75: 
    • Damage - Switches fry and seize up in their on or off positions.      
    • Power - lasts 2 full turns.
  • 76-85: 
    • Damage - Switches will either turn on or off, and then seize in that position. For example: If a device is off, it will switch on and seize up.    
    • Power - lasts 4 full turns.
  • 86-95:      
    • Damage - The device's wiring will fry and need to be repaired before it can operate.     
    • Power - Duration of the scene
  • 96+:      
    • Damage - The device's core, hard drive, memory chip or operating system is fried and no longer reparable.
    • Power - lasts a full 24 hours

◉◉◎◎◎◎: Electrokinesis 2 - Weld (Physical Skill)

  • Base Roll: 70
  • Energy Cost: 3
  • Damage: 0
  • Mods: Physical Skill
  • Resist: None
  • Permanent Affects: None

Description:
The Psychic can focus electrical current naturally absorbed by them into a lightning-hot stream that can melt and weld metals together.

System:
The Player spends 3 points of Energy and makes a successful roll. The Character can then weld two similar metals of equal melting points together. The weld can be a spot weld, or it can weld a stretch of metals together up to one foot in length. This ability will need to be used again to create a second spot weld, or an additional foot of welded length.


◉◉◉◎◎◎: Electrokinesis 3 - Shock (Attack)

  • Base Roll: 70
  • Energy Cost: 5
  • Damage: 10
  • Mods: Physical Skill
  • Resist: Physical Defense
  • Permanent Affects:      
    • +3 Physical Attack     
    • +3 Physical Skill     
    • +6 Initiative

Description: 
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 low-level electrical currents, up to a distance of 30 Feet ( or 10 yards) from the Psychic. Damage inflicted at this level can cause more significant damage to both physical and spiritual beings.

System:
The Player spends 5 points of Energy and makes a successful roll to attack. If the Target fails to defend, they take 10 points of physical damage.


◉◉◎◎: Electrokinesis 4 - Battery (Buff)

  • Base Roll: 70
  • Energy Cost: 3
  • Damage: 0
  • Mods: Physical Skill
  • Resist: Physical Defense
  • Permanent Affects:         
    • +3 Physical Skill     
    • +3 Initiative

Description:
The Psychic now has the power to absorb and retain electricity, much like a battery, he can only absorb so much. While it will not injure him to absorb electricity from a powerful source (such as a transformer or a bolt of lightning), the excess has to go somewhere, so he must always be careful. Electricity will always follow the path of least resistance, whether that's a person, a tree, a building, or some other object.

While the Character can safely absorb this raw power, attempting to discharge it is another thing altogether. It is not until later levels when he learns how to release and aim the electricity will this power truly come in handy.

System:
The Player spends 3 points of Energy and makes a successful roll. This is a two-part skill: 1) Absorbing Electricity and 2) Discharging it. 

While the Character can absorb a moderate amount of electricity (such as from a light socket or outlet), any overage will run into the ground if the Psychic is in direct contact with the ground. If not, then the excess will escape through his limbs and seek the quickest route to the ground. 

EXAMPLE #1: The Character is standing on the ground and is hit by a bolt of lightning. He absorbs what he can to store it in his body, but the excess energy is directed into the ground. Anyone in direct contact with the Psychic when he does this will suffer electrocution.

EXAMPLE #2: The Character is under the influence of another who is floating him in midair. The Character is hit by lightning or comes into contact with a transformer. Both of these will deliver way more electricity than the can absorb. Since he is not grounded, the excess electricity will escape through his limbs and hit any person or object that will get it to ground as quickly as possible.

Attacked and Hit!
While the Psychic contains this absorbed energy, he must continually focus to keep this it from escaping. Electricity is always looking to escape via the path of least resistance. If the Character is attacked or hit before he can safely discharge the electricity, he must make a saving roll or the stored electricity in his body will discharge and hit a random person. (This is reactive and not considered an action.)

  • Base Roll: 80
  • Mod: Willpower
  • Damage: 10

Attempting to Discharge Stored Electricity - Requires a second successful roll of 1) Controlled Discharge, OR 2) Ball Lightning (Level 6).
If he attempts to discharge the electricity without using Controlled Discharge or Ball Lightning, the electricity will hit a random person - friend or foe, or object. This causes 10 HP of damage. (Storyteller's discretion.)

Also, if the Psychic does not discharge the electricity within 24 hours of absorbing it, the electricity will randomly discharge from him. This is at the Storyteller's discretion as to where or who the electricity will strike.


◉◉: Electrokinesis 5 - Controlled Discharge (Attack)

  • Base Roll: 90
  • Energy Cost: 10
  • Damage: 12
  • Mods: Physical Skill, Mental Skill
  • Resist: Physical Defense
  • Permanent Affects:      
    • +3 Physical Attack     
    • +3 Athletics/Reflexes    
    • +6 Initiative

Description:
The Electrokinetic Psychic has reached a point in his/her/their skill development that their body can now direct any stored or generated electricity with a great deal of accuracy.

System:
The Player spends 10 points of Energy and makes a successful roll. The Character can now accurately discharge any stored or accumulated energy at a direct target.

      NOTE: This ability has a 2 turn cooldown, meaning you cannot use this ability again for two full turns after it was first attempted/used.


◉◉: Electrokinesis 6 - Ball Lightning (Area of Effect)

  • Base Roll: 110
  • Energy Cost: 20
  • Damage: 28
  • Mods: Physical Skill, Physical Attack
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
While being able to store and direct electricity is of great benefit, it's even more powerful still to be able to concentrate a great deal of energy into a small package and then direct it at multiple targets within 5 meters. A great deal of the power can be lost in transit and by concentrating the electricity into a Ball of plasma and lightning, the Psychic has greatly increased the amount of damage he can deliver.

System:
The Player spends 20 points of Energy and makes a successful roll. The Player must identify the point of impact and everyone within 5 meters will receive damage, or must roll to resist. If the Target fails to defend, the Target suffers 28 points of electrical damage. The point of impact can be no greater than 20 meters away from the Psychic.

NOTE: This ability has a 3 turn cooldown, meaning you cannot use this ability again for three full turns after it was first attempted/used.

If the Target succeeds in dodging the attack, the Ball Lightning will seek out the next nearest person (friend or foe) and attack the new Target. If the new target succeeds in defending the attack, the Ball Lightning will attempt to attack the next newest Target, even if that person is the Psychic who created the Ball Lightning. If that target successfully defends (or there isn't a third Target), the Ball lightning will quickly dissipate with a crackly of electricity back into the atmosphere.