ELECTROKINESIS

 

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ELECTROMANIPULATION

 

· Nervefire: This rudimentary talent is simply a variation on Stun, causing the subjects nerves to fire indiscriminately for the duration, causing painful and uncontrollable seizures.

 

System: Spend one Psi and roll.  For each success the character penalizes the difficulty of all die rolls by one.  The effect wears off by one success per turn, but, unlike Stun, cannot be handily resisted, partially or in full.  Thus, Maria gets 3 successes, her target, Miguel has a +3 Difficulty to all actions as his mind and body dance the jig for his next action, whether it is in the current turn or the next.  In subsequent turns the effect diminishes to +2 Difficulties and then +1 Difficulties before subsiding at the end of the third turn of effect.  Were Maria to blast him again during this time, he would suffer cumulatively!  The range is 5 times the characters Mode rating in meters, and increases at Electromanipulation 3 to affect Psi targets equally and again at Electromanipulation 5 to a range of Mode rating x 10 meters.

 

·· Electrical Discharge:  Despite occasional gutter humor about this effects nomenclature, it remains a popular effect, marked by its unique repetitive effects.  The Psion charges his body with a strong electrical field, not unlike that of an electric eel or ray.  At any point during the duration of the effect, he may discharge a jolt of powerful current into any person or item that he is in direct contact with, whether from him touching them, or from them contacting him.  He can choose to release this jolt from any part without affecting anything else in contact with his body, so fine is his control of this procedure.

 

System: Roll Psi and spend a point.  At any time in the next (Mode rating) minutes, the Psion may release a jolt of strong current to anyone in contact with him, inflicting Psi Bashing damage.  Throughout the duration of the effect, the Psion may release shocks as many times as he scored successes, allowing the Psion to ‘charge up’ before a possible confrontation and be able to generate multiple electrical attacks during the effects duration.  The full effect is available even if the party contacted wears most forms of armor (which do not protect against electrical assault unless sealed) or the Psions hand is engloved, even in a normally conducive material, or all parties are in water, as the energies weave through the noetic fields of the touching parties as much as the physical surroundings and cannot be pulled astray by material concerns.  If the Psion deliberately discharges an effect into a conducive material, such as a puddle or a metal floorplate, the effect loses one die of intensity for each meter of material it must flow through, and does NOT arc for any specific target, shocking all in contact with the conductive surface equally, save the generating Psion.  This effect is not as specifically disorienting as Disruption

and does not create any sort of additional Difficulty penalty if it fails to harm its target.

 

Note that the Multiple Attack rules do not apply in the case of this effect.  It requires only an act of will to cause the power to discharge on a strike or not, and does not affect the accuracy of the strike itself.  Only one discharge can be generated per turn in any situation, even if the Psion struck multiple targets and was struck in return by a third in a single turn, she could only shock one of them.

 

··· Twitch: With this Technique, an Electromanipulative can flood her entire body with a strong field of electricity, not to shock another, but to hyper-accelerate herself.  The micro-control that this field confers to her body totally saturates the nervous system and allows her to control her own body, much like Control, but in this case, much faster.

 

System: Spend a Psi and roll permanent Psi.  For every success the effect lasts one turn, although the Psion can purchase an additional turn at durations end for one Psi if she chooses, and can continue this until out of Psi.  For the duration, she adds her Psi to her Dex + Wits for Initiative.  At Electromanipulation 4 she can extend this effect to another person, and, upon reaching 5 Dots in the Mode, she can finely control the electro-neural net (on herself only) so as to gain the ability to use Psi extra dice to any Dex-related effect while she maintains the effect, each extra die being usable only #once#.

 

Thus, Batya, with her Psi score of 6 would have a +6 to her Initiative alone at Electro-

manipulation 3, could confer this effect to another at 4 Dots in the Mode and would gain 6 extra one-use bonus dice to use at any time while the power was in effect at Mode rating 5, giving her 6 extra dice to put into unnaturally swift Athletic dodges, blinding Firearms use or ‘lightning’ Martial Arts maneuvers.  The ST should make sure that these bonus dice are used appropriately, on actions requiring super-fast or inhumanly precise movements.

 

···· Salamander: This effect is widely regarded as a bad idea by Vitakinetics as it forcefully accelerates a body’s electrical potential, causing rapid, and sometimes risky, cell growth and repair.  Just as the lowly salamander can increase electrical fields within its tail and cause what some call ‘regeneration,’ so can the powerfully Electromanipulative warp cell and tissue growth with far stronger electrical fields, at some risk.

 

System:  Roll Psi and spend 1 Willpower and 1 Psi initially.  For each success the Psion may Spend another Psi point to either completely heal one Bashing HT level or to turn one Lethal HT level into Bashing.  Lethal damage so changed cannot be affected again by this power, By the same Psion or any other, and these new ‘Bashing’ HT levels must be allowed to heal naturally.  Even a Vitakinetic will find that these formerly Lethal HT levels of Bashing damage resist Mending and must be allowed to heal on their own.  The range for this effect is touch, and if used to force such ‘healing’ effects on others they may roll Resistance to oppose this Techniques effects if they wish.

 

The risk in this effect is that it cannot be safely used again until all formerly Lethal harm is healed (which may only take a day, but still could be cause for concern if the Electrokinetic is harmed again), as any attempt to use this effect again will fail automatically and reverse the original effect!  Further, any Lethal application of electricity during this time will force a Resistance roll to prevent these wounds from ‘inflaming,’ for each success on this Resistance roll, one of the HT levels can be prevented from re-erupting into a Lethal wound.  A Botch in the use of this effect can lead to tumors or untreatable ‘aggravated’ wounds that even Metamitosis cannot effect, as the violated tissues refuse to respond to any form of healing less than actual Vitakinetic Regeneration!

 

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PHOTOKINESIS

 

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TECHNOKINESIS

 

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